Take on the NES Library

An 8-bit Extravaganza!

broderbund

DEC
11
2020
0

#161 – Lode Runner

Get a lode of this classic game!

One of the few songs in the game is on this screen.

To Beat: Finish all 50 levels
Played: 6/19/20 – 6/22/20
Difficulty: 4/10
My Difficulty: 4/10
My Video: Lode Runner Longplay

I am sure I have written this time and time again, but one of the best parts of this project is getting to play classic games that I have either overlooked or not made time for.  Lode Runner seems like the type of game that I would enjoy, but for whatever reason I did not play it seriously until now.  Actually I am not sure I played it even casually for any length of time.  Thankfully the wrongs of yesterday can be righted now, even as Lode Runner has mostly become a thing of the past.

Lode Runner was first developed by Doug Smith in 1982 while he was a student at the University of Washington.  There he was working a computer lab job that gave him a lot of free time during the summer semester to begin work on the game.  He pitched a basic version of the game to Broderbund who rejected it.  He borrowed money to buy a color monitor and joystick, further refining the game before submitting it to four companies.  All four gave him an offer and he accepted the one from Broderbund.  Lode Runner became a huge success for both Doug Smith and Broderbund.

One of the reasons Lode Runner was so successful was because it was widely ported, sometimes finding big audiences.  The original game ran on the Apple II, Atari 8-bit computers, the VIC-20, the Commodore 64, and IBM PCs, containing 150 levels and a level editor.  The biggest hit was the Famicom version which was one of the first third party titles for the Famicom in July 1984.  The game sold well over a million copies there.  It was so big that Championship Lode Runner was released on Famicom only in April 1985, which contained 50 new levels of much higher difficulty than the original.  The NES version released in September 1987 in North America only.  The NES ports were developed by Hudson Soft in all regions, published by Hudson Soft in Japan, and published by Broderbund in North America.

A simple concept … at first.

Despite amounting to a fairly simple game, it has some surprisingly deep lore from reading the manual.  You play as a “Galactic Commando” within enemy lines.  The Bungeling Empire is at it again, this time by stealing piles of gold from the people via … fast food taxes?  That’s right!  In the game you will go into each of the treasury rooms, slip past the guards, collect all the gold, and get out.  There are 50 stages to clear in order to beat this game.

Lode Runner is a side-scrolling action puzzle game with a simple concept and controls.  Each level is two-screens wide that scroll freely as you explore the stage.  You move around the levels with the D-pad.  You can walk Left and Right, and you may fall down gaps or off ledges without damage.  There are ladders you can climb with Up and Down, and horizontal ropes you can scuttle across with Left and Right.  In this game you cannot jump, but you can escape the enemies by digging holes.  The B button digs a hole to the left of you into the floor, and the A button does the same but to the right.  Holes will eventually refill themselves after a short time, in part to keep you from trapping yourself if you dig holes on both sides.  Press Start to pause the game.

It’s worth noting that there is a very powerful feature available to you from the start.  Pressing Select at any time, either during play or before the level starts, brings up Stage Select.  Press A and B to toggle through the stages 1 through 50, then press Start to resume.  On the stage select screen, if you hold down Select, you can press A to speed up the game or press B to slow down the game.  There is no indication when you adjust the speed, so it is hard to tell what effect it may have until you start playing.  When I messed with this feature after I beat the game, I ended up slowing the game down to an unplayable speed.

Dig holes to trap enemies or make your own escape route.

Managing the enemies is a major requirement for beating this game.  There is only one enemy type in the game, but several can appear in each stage.  They move around the stage in the same way as you move as they try and surround you.  When you get cornered, dig a hole and the enemies will get themselves trapped inside.  They get stuck inside for a little bit, and you can walk on top of their heads to pass to safety.  It takes a little time to actually dig out the entire hole, which may give the enemy time to walk across if they are too close.  Also, the enemies wiggle themselves out of the hole quicker than the hole refills.  If the timing is right, you can get the hole to close up on the enemy entirely, in which case the enemy is defeated and another one respawns in the level somewhere else.

The object of the game is to collect the gold piles that are strewn throughout the level.  Simply move over it to pick it up.  Sometimes you will have to fall through gold from above to collect it.  When you collect all the gold in the stage, a sound will chime and a ladder will appear somewhere in the stage.  Now you can climb up and out of the stage.  Something to keep in mind is that the enemies can also pick up gold and hold on to it.  If you pick up everything and there’s no ladder, you’ll have to coax the enemy into dropping the last gold.  Sometimes they drop it randomly as they move around, but most often you will have to trap the enemy in a hole to get it to drop its gold.

Most of the stage designs consist of the diggable blocks, ladders, and ropes.  Although there are some complex and thoughtful designs with just those elements, there are a few more things that sometimes show up.  Solid blocks show up as nearly solid brown colored tiles, and you cannot dig through them.  There are false blocks that look like diggable blocks but you fall through them like they are open space.  These tend to be put in places just to be annoying, but the enemies fall through them the same way so if you pay attention you can notice them ahead of time.

Fake ground tiles can be in annoying, unexpected places.

There are a few tricks needed to solve some of the stages.  You dig diagonally down, so the rules of digging require the tile above the digging spot be open, which leads to a couple of interesting scenarios.  Some rooms require you to dig through more than one layer of diggable tiles.  You cannot dig straight down because you need the space next to you open.  If you are not careful, you can easily get stuck and have to reset the stage.  The idea is that you need to dig out a wider section of the floor before you can fall down and start digging out the next layer.  For example, to dig through two layers of dirt, you need to first dig out two adjacent tiles in the first layer, then fall into the double-wide hole and dig a hole through the second layer.  Once you get fast at it, you have enough time to dig through quite a few layers as needed.  Another little trick is that you can dig off of a ladder.  If there’s a column of dirt next to a ladder, starting from the top you can dig out the entire column one square at a time.  Sometimes you must dig out a wall in this manner to access a segment of the stage, in which case you will need to escape through the opening you made or you’ll get trapped.

This game also features a limited level editor.  You can only design single screen levels here, no scrolling.  You start off with permanent walls and flooring that surround the room.  Move the blinking cursor around with the D-pad, then press A and B to change the selected tile from all the choices.  You can add every object available to you in the main game.  The half dirt tile in the list is the fake floor tile, and the broken ladder tile is the hidden ladder that shows up when you collect all the gold.  Press Start to try out your level.  Press Select to go back to editing.  You also go back to editing if you die or clear the level.  Once you get into Edit mode, you will have to reset to go back to the normal game, and also there is no way to save your levels for later.

Even though you have free stage select at any time, this game still has a lives system.  You start the game with five lives and you earn a new one after beating any stage.  You can only have up to 9 lives in reserve, any more than that are lost.  Losing all your lives means your score goes back to zero, and that’s pretty much it.  To that note, I did not yet mention there are points in this game.  You earn 100 points per gold and 100 points per enemy kill.  You collect points after clearing each stage.  Every now and then, a piece of fruit will appear in the stage that you can collect for additional points.

Some arrangements like this take some thought to solve.

I would say this was my first time playing Lode Runner, at least on NES.  The only other experience I had with this game that I recall was Lode Runner 3D on the Nintendo 64, but I barely played that game and don’t remember anything about it now.  Even then, I did know how to play this game, so maybe I tinkered with it sometime long ago or I read enough about it to understand the digging mechanics.  The NES cart of this game costs about $10 or so and I am pretty sure this was a bulk lot pickup for me.  I did buy a Famicom copy of Championship Lode Runner that I should probably try out now, and I even have the uncommon label variant of the Famicom version of Lode Runner.

Having already understood the mechanics more or less, plus refining that knowledge through play, I was able to clear all 50 levels without that much trouble.  Overall it took a little over three hours, split up over three separate nights.  One thing I noticed was that the difficulty curve was uneven.  A few early levels, such as Stage 6, require some advanced techniques that I wouldn’t expect to use until much later in the level set.  On the opposite end, some of the later levels were straightforward enough to clear on the first try.  Overall, levels do get harder the farther you go, and some of them are pretty tricky to solve even without the enemies, let alone with them getting in your way.  Too bad there is no ending in this game.  You start back over at Stage 1 after clearing Stage 50.  I showed this by taking a picture with Stage 50, then another of Stage 1 with increased score.  I also have it all on video as well, which is nice to have in cases such as this.

Lode Runner is a classic game that I feel has limited appeal today.  As an early Famicom and NES title, it is a simplistic game all around.  The graphics consist of only a few enemies and tile types, with plain black backgrounds.  The level music consists of a baseline combined with the sound effects of digging and climbing.  There are a couple of nice sounding tunes during the title screen and level clear screen.  The controls are simple but straightforward.  The gameplay does a lot with only a few elements, and the level design has some interesting ideas and traps.  I think this probably has something to do with cart size limits at the time, but I think it’s a shame that this doesn’t include the full 150 stages as seen in other versions.  I think this is a fine game that doesn’t do anything wrong, other than being too simple for even NES standards.  

#161 – Lode Runner (Before Last Stage)

#161 – Lode Runner (After Last Stage)

 
JUN
26
2020
0

#153 – Where in Time is Carmen Sandiego?

Taking things case by case (by case)

TIME: For the amount of time it takes

To Beat: Solve 80 Cases
Played: 3/18/20 – 4/5/20
Difficulty: 3/10
My Difficulty: 3/10
My Video: Where in Time is Carmen Sandiego? Longplay (Part 1) (Part 2)

Much like the titular character, I never really got close to Carmen Sandiego.  In grade school, I remember our computer lab consisted of all Apple II’s plus a lone Macintosh computer.  During computer time one student a day got to do activities on the Mac and I do remember that there was a Carmen Sandiego game as an option.  I don’t even remember what I did when my turn came up, and even if I did play Carmen Sandiego, I don’t recall anything about it.  The closest I got to Carmen was occasionally watching Where in the World is Carmen Sandiego on PBS, listening to Rockapella serenade the audience and seeing if the winner could mark off all the countries on the map.  I know there were plenty of educational games bearing her name, but I didn’t seek that stuff out on my own and my parents didn’t force educational games on me.  Much like the main character once more, time has eventually caught up to me and now I am finally playing a Carmen Sandiego game to catch her for myself.

Carmen Sandiego is the lead character in a set of educational video games.  Common to all games, the player’s task is to look for clues and use knowledge to follow her and her henchmen around the world, eventually leading to her capture.  The series was created by Broderbund and began in 1985 with Where in the World is Carmen Sandiego?  Broderbund continued to make Carmen Sandiego games until 1998 when the company was acquired by The Learning Company, who have continued to make games in the series to the present day.  Where in Time is Carmen Sandiego? is the 5th game in the series.  It was first released on Apple II in August 1989, then was ported to various PCs, the NES, SNES, and Sega Genesis.  The NES version was released in October 1991 in North America only.  This port was developed by Distinctive Software and published by Konami.

In Where in Time is Carmen Sandiego?, you play the role of a fresh recruit to the Acme Detective Agency.  Carmen Sandiego and her team of V.I.L.E. henchmen have gotten a hold of a time machine and have been using it to heist various well-known treasures across history.  Fortunately, the agency has access to a portable time travel device called the Chronoskimmer 325i and has assigned it to you so that you can chase Carmen and her gang across time.  There are time restrictions to the device so you can only use it for a short time.  You will need to gather clues to follow the bad guys around and hopefully arrest them before time expires.  As you are making a career out of this, you will need to solve 80 cases before you can retire.  Buckle in, this is gonna take a while!

Fresh-faced and ready to go!

The first thing you would notice upon buying this game brand new at retail was that it came in an oversized box.  This is because the game comes with a paperback desk encyclopedia.  Coming in at 1374 pages, it is a comprehensive encyclopedia.  In this game you will gather clues that you reference in the encyclopedia to find out when and where one of the criminals has run off.  I made sure to buy a complete copy of the game with encyclopedia so that I could play the game as it was intended.

At the start of the game, you have just arrived at headquarters.  Your view is from the inside of an elevator at the lobby level.  Use the hand cursor to select an elevator button to move between floors.  In the basement, you can view the game’s credits.  The third floor is the lab where you can peek in on a science experiment.  You can grab a cup of coffee (hopefully) on the fourth floor lounge.  These things are just for fun.  The real destination is the personnel department on the second floor.  Here you enter in your name up to eight characters, then a password if you want to continue from a previous game.  Passwords are seven alphabet characters long.  It seems from my list of passwords that not all letters are used even though you can select any of them.  If either starting a new game or continuing, you will power up the Chronoskimmer and get to searching!

All of your time playing will be spent on one screen.  At the top are a couple of boxes that display which country and year you are currently located.  The left side box is your graphical display while the right side box is for text.  In the center columns are buttons to select options as displayed in either window at times.  The bottom of the screen shows the time remaining in hours as well as your main menu options: Travel, Search, Data, and Abort.  You navigate this screen via a simple hand cursor.  Simply use the D-pad to move across each button and press either A or B to press the button.

This is a learning game, so there’s plenty of historical facts.

The first thing you will want to do in your investigation is look for clues.  You can do that with the options within the Search menu.  Select Search and then choose from either Witness, Informant, or Scanner.  Choosing Witness and Informant does pretty much the same thing.  You will question someone at your location, and they will tell you something they heard about where the criminal is going next.  You take that piece of information to the encyclopedia to figure out the country and rough time period that it relates to.  Sometimes the witness or informant will also give you an additional piece of information related to the description of the criminal.  These extra clues are essential for determining exactly who you are pursuing for this case.  More on that later.  The Scanner lets you sweep the environment for objects the crook may have dropped, which can also be referenced in the encyclopedia.  Sometimes you can do additional scans on the object you found to get a more detailed hint.  Every time you ask a witness or informant, or do a scan or follow up scan, it costs some hours off the clock.

The Data menu is helpful for learning more about the different criminals you are chasing as well as logging any descriptions you may have uncovered during your search of the scene.  In the submenu you can pick from either Evidence or Dossiers.  The Evidence menu lets you log the criminal description clues.  There are five categories of evidence: Sex, Hair Color, Eye Color, Favorite Artist, and Favorite Author.  Some of the descriptions you’ll uncover are very straightforward, while others may require some encyclopedia research.  Log whatever you find, then when you have enough clues you can use the Compute function.  This lets you know how many criminals fit the description you have gathered so far.  Once you narrow it down to one criminal, you will receive a warrant for their arrest.  The Dossiers submenu lets you browse the known criminals and read some basic information about each one from which you can glean some of his or her attributes.
 
When your search turns up enough information to know where your criminal went, now you must to travel through time to catch up with them.  The travel menu pulls up a list of four countries along with a time period displayed on a graph.  The time periods you can travel to are 400-1299, 1300-1699, 1700-1899, and 1900-present.  Sometimes you get the same country multiple times in the list in different time periods, and occasionally there are only three selections in the list instead of four.  When you are confident, click your selection and travel through time.  At your next location, if you have tracked the criminal successfully, once you search for help you will see a cutscene displaying V.I.L.E. Henchman Detected.  Then you look for more clues and keep following leads.  If you miss and travel to the wrong location, the search comes up empty and you will have to backtrack in time to get set on the correct course, wasting your precious hours.

When you see More, you’ll get information about your suspect.

With enough investigation, you will have tracked the criminal through multiple locations and have gathered enough descriptive evidence to have collected a warrant for their arrest.  Now it is time to make your capture.  At your final destination, you simply need to search the location to find them.  There are special cutscenes that play to indicate you are at the final location and time period for this case.  You just need to attempt either two or all three of the search options before you finally see them.  Then you catch the criminal via a cutscene, reveal his or her identity, and see if your warrant matches.  If so, then congratulations, that case is completed!

The game is a very long grind with the 80 cases required to beat it.  There are some milestones along the journey that slightly help to break up the monotony.  As you complete more cases, you advance job titles.  You begin as a Time Cadet, but at certain numbers of cases completed, you will get a promotion to such job titles as Time Investigator and Time Detective, among others.  You get special text upon completing the required case to show your promotion.  Also, at one point during your journey, you will finally catch up to Carmen Sandiego.  Now you would think that this would complete the game, but it only serves as your signature achievement.  You still need to get to the full 80 cases completed to officially retire from the force.

This was my first time playing Where in Time is Carmen Sandiego?  As an educational game in a popular series, it seems to have sold well enough.  I wouldn’t say it’s a common title, maybe slightly uncommon, but not too hard to track down.  Finding the game in the big box with the encyclopedia is not as easy to find, but even then it’s not terribly expensive.  Expect to pay around $10 for a loose cart and $35-$40 for the complete set.  I had the loose cart from a lot purchase, and I bought my CIB for around $30 about 3-4 years ago.

Enter in enough evidence to find who your suspect is.

The first thing I needed to do was some research on my potential criminals.  I figured out right away that the criminals themselves have pre-defined characteristics and tastes, so that part is not randomized.  Then, I set out to create a table of names along with their hair and eye color and all that.  There are 16 criminals in the game and four types of each of the five attributes.  It is set up so that exactly four criminals have each specific attribute, such as red hair or Kipling as their favorite author.  Reading through the dossiers, I figured out two or three attributes of each person, and then from there I was able to deduce almost all the rest.  That’s when I figured out that I could have done all this legwork much easier.  If you enter in any arrangement of evidence, even with some left blank, and do the Compute function, then the game lists out every criminal matching that description.  You can build a table more quickly that way, but oh well, my work was already done.

The next step was to do some research on the list of favorite authors and artists.  This part was really straightforward.  I simply looked up each person in the encyclopedia and jotted down notes of every significant mention in the entry.  Specific events, acknowledgements, or works of art included in the encyclopedia were often mentioned in a specific clue in the game, which was huge for setting up the evidence.  It was much easier to use a cheat sheet than to keep referring to the encyclopedia entries every single time.

Even with the best laid plans, there were still clues in the game that I could not find any reference at all in the encyclopedia.  This was true with pieces of evidence as well as location clues for when you time travel.  Other clues could be ambiguous, such as in cases were events or lifespans occurred across two time periods.  In those instances, I kept another sheet of paper keeping track of those clues along the solutions after I deduced them through gathering additional information.  I had documented maybe 15-20 pieces of information like this, which really isn’t that many considering the scope of the game.  Some less obvious clues are just part of the experience.

Arrest made! Just 79 to go…

It bears repeating that this is such a long game to complete.  The first few cases you’ll solve are pretty short with only 5 stops or so.  I actually find these harder than in the later game because you have fewer opportunities to get the clues needed to get the arrest warrant.  The amount of time you have to complete each case is randomized but generally scales up to the size of the case as you go up in rank.  The shorter cases require more questioning of people which cuts into the amount of time you need to solve, track, and arrest.  The animations throughout the game also add a bunch of filler time to the game experience as they are both slow and plentiful.  I moved as quickly as I could once I started to get the hang of it.  I also started to memorize some of the clues which saved a bunch of empty research time.  Each case took me roughly 8-10 minutes each to solve, even as they got larger later in the game due to optimization of research.  The full playthrough lasted a little over 12 hours, in addition to roughly an hour or so of research and early, unrecorded attempts.  In the larger scheme this isn’t a super long game, but boy does it feel longer than that.

There’s one minor quirk of gameplay that I noticed happen a few times.  Normally when you time travel to the wrong location, the criminal will never have been there so you get no hints and you know you have to try and go back. However, it is possible to go to the wrong location in the sequence but be at one of the places you have already hit on your search.  When this happens, you will still see the V.I.L.E. Henchman detected scene which leads you to believe you are on the right track, when in fact you have probably messed yourself up from completing the entire case.  I noticed one time I kept having the same clue come up, while another time I had no idea I was off the path until time ran out.  It all depends on which location in the sequence that you backtrack to.  This is a completely sensible thing to happen and I totally get it.  I was understandably frustrated to have that happen over the course of such a long game.

Where in Time is Carmen Sandiego? does exactly what it sets out to do.  It is a solid educational title with tons of historical information inside and plenty to learn about.  The graphics are well drawn and there are so many different scenes and animations from all the different time periods and locations.  There is very little music in the game, which in one way is a shame since there is so much silent gameplay and, in another way, maybe a blessing in disguise if the music were to be bad.  The controls work fine as they don’t need to be complicated in this game.  The gameplay is good enough for what it is, however the decision to make the game so long to reach the end is what drags it down.  The game is already repetitive by nature and 80 cases is such a weird, arbitrary number to choose.  You’ll have to time travel hundreds of times just to see the basic ending screens.  It is hardly worth it, but at least I’ve learned some things along the way.

#153 – Where in Time is Carmen Sandiego?

#153 – Where in Time is Carmen Sandiego?

 
APR
24
2020
2

#149 – Raid on Bungeling Bay

I sure bungled my way through this game.

The bubble text is out of place for this game.

To Beat: Beat 1 Loop in Game A
To Complete: Beat 5 Loops
What I Did: Beat 1 Loop in Game B
Played: 2/17/20 – 2/23/20
Difficulty: 6/10
My Difficulty: 6/10
My Video: Raid On Bungeling Bay Longplay

It’s been awhile since I’ve played a game that brought me to a point of real frustration and anger.  I think as I’m getting older, I am mellowing out a little bit and I put up with a lot more in my gaming.  I have to if I’m going to play all these NES games, and I also need to set a good example for my kids.  Thankfully as I played this game alone late at night, I could vent my frustration a little.  I didn’t go full out tantrum or anything, but I spent a fair amount of time visibly upset at this game.  I wouldn’t say this is a bad game either.  Hopefully I have your attention now to read on and see what you think of this game.

Raid on Bungeling Bay was first released on the Commodore 64 in December 1984.  It was designed by Will Wright and this was his first game.  Perhaps this game is best known as the gateway to Wright’s smash hit SimCity as his development tools for Raid on Bungeling Bay formed the base of SimCity’s gameplay.  The Commodore 64 version was published by Broderbund in North America and by Ariolasoft in Europe in 1985.  Other ports from 1985 were for the Famicom, the MSX, and Nintendo’s VS. System.  The NES version was delayed until September 1987.  It was developed by Hudson Soft and published by Broderbund.

Raid on Bungeling Bay has a simple story.  The Bungeling Empire is set to create a war machine to conquer the Earth.  In Bungeling Bay there are six secret factories, and your task is to pilot a lone helicopter around Bungeling Bay to destroy the factories and put the evil plans to rest.  This game is a top-down shoot-em-up where you fly freely across a large, open map.  This is the only level in the game, so once you destroy all six factories you win the game.  Seems simple enough!

You’ll see home base a lot.

You use the D-pad to control the helicopter.  Press Left or Right to rotate your aircraft.  Press Up to go forward and Down to go in reverse.  These are thrust-based controls with momentum similar to Asteroids.  You’ll keep moving in the direction you are going without adjusting any of the inputs and you can change course in a gradual way.  You can move backwards though top speed in reverse is much lower than top speed going forward.  The A button fires machine gun shots and you can keep mashing A to shoot.  The B button drops bombs.  You can only hold up to 9 bombs as indicated on the bottom of the screen.  You may drop bombs at a rate of about one per second.

Destroying all six factories is not an easy task.  First off, you have to locate them on the map.  It is a lot of ground to cover, roughly 10 screens high and 10 screens wide.  There is no in-game map to see where you are, so you’ll have to memorize where everything is.  Most of the map is open water too which makes navigation more difficult.  Once you find a factory, stop yourself over the top of it, and mash the B button to drop bombs.  The regular allotment of nine bombs may not be enough to defeat the factory however.  To reload bombs, you’ll need to go back and land on the initial aircraft carrier where you start.  Come to a complete or near-complete stop above the center of the aircraft carrier, then press A to land.  Doing so refills your bombs and repairs your helicopter back to full strength.  The aircraft carrier is at least easy to find because there is a navigation arrow at the bottom of the screen that always points you toward the carrier.  But going back out and finding the factory again might be difficult.  Making matters worse, the factories are slowly strengthened over time, requiring more bombs to destroy them the longer they are left alone.  This includes ones that you haven’t even seen yet.  You absolutely need a plan to beat this game.

There are plenty of enemies in the game, many of which are interconnected with each other in various ways.  The biggest relationship is that the factories produce nearly all of the enemies.  As factories are damaged, the lights can go out and then they won’t produce any enemies until they repair some.  Here are the enemies a lit factory will produce.  Tanks patrol the various islands.  They do light damage, but their bullets are invisible and seem to always hit you periodically when they are on your screen.  The boats patrol the water and function in the same way with their invisible, low-damage shots.  Boats, however, can relay the location of your aircraft carrier to the enemy and will also damage the carrier upon collision.  Gun turrets are fixed to the land and shoot visible bullets at you.  If the game goes on long enough, the turrets will sometimes fire homing missiles that do some severe damage.  You can blow up the missiles in the air or eventually they run out of fuel and disappear.  Radar dishes don’t do physical damage to you, instead opting to alert the enemy to start deploying fighter jets and bombers.  Fighter jets attack your helicopter with missiles, while the bombers only go after your aircraft carrier.

Bombs away!

The aircraft carrier is vital to your success, so of course the enemies are going to go after it.  Typically, these will be the bombers circling and attacking your aircraft carrier.  When this happens, an ALERT message will blink across the screen.  You will want to drop whatever you are doing, follow the arrow, and defend it.  The alert continues until all bombers attacking the carrier have been dealt with, and when it clears the carrier is repaired instantly back to 100% strength.  You can’t land on the carrier during an attack.  If the carrier ends up destroyed, that is really bad.  Now only do you lose the place to restore health and bombs, but you also lose all of your extra lives so the next time you crash it is Game Over.  There is one location in enemy territory where you can land and get your bombs refilled from the enemy’s supply.  The caveats are that you can only repair your helicopter to only 50-60% damage and it takes longer to land and takeoff versus the aircraft carrier.

One more advanced enemy to deal with in the later levels is the battleship.  A WARNING message appears on screen once as the battleship is getting prepared, and a second time when it leaves port.  If you encounter it, you are greeted by its homing missiles.  You can destroy it but it takes a minimum ten bombs to destroy, so you’ll have to restore bombs at least once.  It moves slowly with the goal of intercepting the aircraft carrier.  Your carrier moves in a slow drift from south to north while the battleship goes horizontally.  When the battleship comes across the carrier’s path, it will wait for the carrier to approach and then destroy it completely in one shot.  The two options are to take out the battleship as quickly as possible or clear out the factories fast enough before the battleship does its thing.

There is only one map in the game but the game increases difficulty for several loops of the game.  On the title screen you can choose from the normal Game A mode or Game B which is equivalent to the third loop in the A mode.  There are several ways the game gets more difficult.  Damage incurred increases, the battleship appears sooner, bombers are more active sooner, enemies fire missiles earlier and more frequently, and the aircraft carrier can be destroyed more quickly.  According to the manual, the difficulty maxes out on the fifth loop.  Considering all the ways it gets harder, plus the fact that you can lose all of your lives when losing the aircraft carrier, it is quite tough to get that far.

If you lose your carrier the game might as well be over.

A neat feature I wanted to draw a little attention to is this game’s two-player mode.  This is just like the single player mode but with a twist.  The first player flies and plays normally, and the second player controls any turrets out on the field.  The second player can rotate the turret with Left and Right and fire both normal bullets and sometimes the homing missiles.  I can see where this might be used both as a competitive element and also a way of making the game a little easier by having the second player do nothing with the turrets.  It’s a neat idea for a second player that is not often seen on the NES.

Here are some miscellaneous tidbits about this game.  In addition to the ALERT and WARNING messages, there is also DESTROY for when a factory is blown up, SUNK! when your aircraft carrier is taken out, and SPECIAL which is for bonus points when destroying a factory that I don’t understand how you earn exactly.  At certain damage thresholds, your copter has different levels of effectiveness.  From 0-49% is normal operation.  50-79% means you fly at about 75% strength while 80-99% is at about 50% strength.  The color of the ocean is another visual indicator of these levels.  At 100% damage or over, you are going to crash.  You can’t control your speed, your steering capability is reduced, and you can’t drop bombs.  The best thing you can try to do is crash land into a factory to damage it.  One time I destroyed a weakened factory by crashing into it, but it was both tough and lucky to pull off.  Damage can go way over 100% as it will take a little time to complete the crash.  It sort of adds insult to injury at that point.

This was my first time playing through Raid on Bungeling Bay.  When I tested the cart, I messed around for a few minutes and didn’t really understand the game.  Reading the manual definitely helped me.  This game doesn’t show up too often but it is not that expensive, roughly costing $10 for a loose cart.  The best way to acquire this cart is in a lot, which is how I got mine.  It doesn’t stand out much and I don’t think it is often sought out.

This is a fun enough game to start playing around with it.  Flying around freely feels pretty good especially for an earlier NES title.  There’s a lot to explore and see.  Targets are easy enough to shoot and aren’t too aggressive.  Alas, appearances are most definitely deceiving.  Once you blow up your first factory, the game begins its sharp ramp up in difficulty.  Factories start cranking out more enemies, enemy fighters circle you and eventually fire homing missiles.  After about three missile hits, you are done for.  You constantly need to return home to defend your carrier, and if you lose it, your run is pretty much dead.  The longer you play, the more enemies appear and the stronger the factories get.  Refilling bombs needed to destroy these strengthened factories means more retreating home, back and forth, often ending up lost or misdirected in the process.  This game is constantly out to get you and is ruthless in doing so.

Defenses get pretty intense by the end.

At the start I had intended to play through five loops of this game, and after about a day or two I abandoned that idea completely.  I just could not build up the momentum or the interest to keep pressing on with this game.  Just too much failing with one or two factories left to go.  Fortunately, there is only the one level and one ending, so beating one round of it is good enough to consider the game done.  When TMR beat the game for NESMania, he beat two rounds of Game A and also one round of Game B.  While I could have followed suit, I figured one round of the more difficult Game B would be sufficient.  Still, Game B, which is 3rd loop difficulty, was tough for me to accomplish.  I didn’t keep track, but it was probably about a dozen tries or more before I finally beat Game B, each attempt more frustrating than the last.  There was no real strategy that saved the day this time.  It was a matter of learning the map, finding the enemy landing location for occasional bomb refills, and brute forcing attempts until I finally cleared it.  I even missed the photo of the ending “Complete” message just as one last frustration. I get the feeling the best way to clear five straight loops is to speedrun the game as quickly as possible with a route of picking off the most difficult factories first before they ramp up enemy production.  I’m not about to figure that out though, I’m done.

I know this is out of character for me to dislike an NES game like Raid on Bungeling Bay, but it’s a shame because there are some great ideas here that are unlike any NES game I’ve played to this point.  On the surface this is a simple game.  The graphics are simple, with crudely drawn backgrounds and recognizable enemy sprites that get the job done.  There is no real music to speak of here, just a jingle on starting a new life and some low base notes during gameplay.  The controls work well to me, though in general momentum-based controls and movement take some finesse.  Though it eventually became frustrating and tiresome, I can appreciate what Will Wright accomplished in terms of gameplay, particularly in terms of world design and interactivity.  Just about everything connects in some way, giving you the sense of a more coordinated and thoughtful enemy attack.  You know bombing an enemy factory means they are gonna try and fix it, and seeing an enemy satellite dish means you know to prepare for an oncoming aerial attack.  These are cool ideas in isolation.  I just found it all too overwhelming when the difficulty spikes in the second half of each mission, to the point where I found it unfair and wanted to quit playing.  It is an interesting game, it’s just not for me.

#149 – Raid on Bungeling Bay

 
MAY
18
2017
0

#43 – Spelunker

This cave exploration game has depth in more ways than one.

There is very foreboding music here that is completely opposite in tone from the main theme in game.

To Beat: Reach the Ending Screen
To Complete: Complete 6 Loops
What I Did: Completed the Game
Played: 12/16/16 – 12/26/16
Difficulty: 7/10
My Difficulty: 8/10
Video: Spelunker Longplay

Derek Yu’s Spelunky is one of the most popular indie games of the last several years. In Spelunky, you descend through a series of randomly generated caves trying to seek out the grand treasure at the end of the adventure. The game is a favorite of mine that I have not given near enough time to playing and learning. Naturally Spelunky was inspired by the classic game Spelunker, and when you dive into the game you can clearly see how the indie title leans on the classic game as its base.

Spelunker is a computer game developed by MicroGraphicImage. Designed by Tim Martin, it was released on Atari 8-bit computers in 1983. Broderbund primarily published later ports of the game. The Commodore 64 version was released in 1984, and the arcade and Famicom ports were released in 1985. The MSX got a port in 1986 and Spelunker came to the NES in 1987. There was a Famicom-exclusive sequel named Spelunker II: Yūsha e no Chōsen also released in 1987. Spelunker has also appeared on Virtual Console. There are a few modern versions too. Spelunker HD was a PS3 downloadable game from 2009 that features 100 brand new levels. Spelunker World is a 2015 PS4 and Vita game, and a brand new game based on Spelunker World is set for release on the Nintendo Switch in 2017.

Spelunker is a side-scrolling cave exploration platformer. Your task is to find the great treasure hidden in the deepest reaches of this cavern. You begin the game on an elevator you control with several paths you can take. The idea is to look around and figure out a way to the bottom. The game consists of one giant level that is broken down into four sublevels separated by checkpoints. You win the game when you reach the final sublevel and locate the stash of treasure.

The initial elevator is as safe as it gets.

Like most platformers, you use the D-Pad to move around. You can use Left and Right to walk as well as climb ropes and ladders with Up and Down. These controls also move the elevator vertically at the start of the game. The A button is used to jump and the B button uses your items. If you just press the B button you fire an air cannon that takes out the ghost enemies. Hold Up and press B to fire a flare upward. These take out the bats, but you only have a limited amount of them. Hold Down and press B to drop a bomb. These are limited just like the flares. Use them to blow up tall rocks that stand in your way, but make sure to stand away far enough from the blast because it can kill you.

The first thing you notice while playing Spelunker is that your tiny adventurer is awfully fragile. You will die if you fall even a tiny distance, and there are many opportunities for this to occur. On the very first screen of the game, you can miss the jump off the elevator and fall to your doom. Past the main elevator is an auto-scrolling elevator. The side closer to you moves downward, so if you try and hop on too low it will kill you. If you can get on the other side, be careful not to ride the ascending side too high while passing through or that fall will also kill you. Spelunker is quick to teach you that death is swift and careful play is necessary.

There are a few enemies and traps in the caves that should be avoided. Ghosts will randomly appear on occasion and they can move freely through the walls of the cavern to hone in on you. Even if you don’t see the ghost you will know it is coming because the music changes as it approaches. You can defeat it by waiting until it is nearby and firing your air cannon. The other recurring enemy is the bat which guards an area with its deadly droppings. Firing a flare will temporarily remove the bat so that you can pass by. There are also stationary traps such as holes in the ground and geysers that spray periodically.

Ghosts emerge from the sides of the screen.

The cavern is littered with ropes for climbing, and these are notorious among Spelunker players for being problematic to deal with. Mastery of rope navigation is a crucial skill to beating Spelunker. When you jump toward a rope, you will automatically grab on to it. You can climb up and down, but you can also move left and right a small amount when on a rope. There is a narrow range of horizontal movement that lets you stay on the rope, so it doesn’t take much lateral movement to fall off the rope leading to instant death. To properly jump off a rope, you need to press Left or Right and the jump button at the same time. If your timing is off, you will either miss the jump or slide off the rope and fall to your doom. Moreover, if you are jumping from one rope to another, you want to take your fingers off the buttons mid-jump so that you auto-grab the center of the next rope. There are several places in the game with multiple rope transitions where you also need to adjust your position vertically in between hops to properly make the jump. There is a feel to good rope movement that is easy to lose the hang of in the middle of a game. Practice makes perfect!

Another important game mechanic is the air meter. As you play your air meter slowly dwindles away, acting as a timer. Firing your air gun to ward off a ghost will also deplete some of the air meter. If you run out of air, you lose a life, but you also start again with a full air meter. There are also items you can find that restore your air.

Speaking of items, Spelunker has several. The most important items for progression are keys. There are blue keys and red keys, and there are corresponding red and blue doors that you can open with them. There are additional flare and bomb pickups. The air meter refill item looks like a stack of rings and fills you up to the max. There are money bags and coins that just give you points. The most interesting pickup is the miracle item. It resembles a snowflake and when you collect it you get a random award. Sometimes you only get points, but other times you may get a flare, a bomb, or an air meter refill. They can also give you an extra life which is most appreciated!

I find it worth going out of my way for the Miracle just in case.

There are also some special hidden items. You reveal them by jumping at certain spots in the cave. These places are often tucked out of the way and more challenging to reach than the normal path. When you trigger one of these spots, you hear a chime and the item will appear somewhere else visible on the screen. These item drops are random and are unique from any other item in the game. You can find the x2 item to double your score for a brief time. Another item either looks like a potion or a shoe, and it doubles your movement speed for a little while. The next one looks like a bracelet and it makes you temporarily invincible from enemies. Finally, the Spelunker head gives you a valuable extra life. There are also hidden diamonds that boost your score, but you find them from bombing specific walls inside the cave instead of jumping. I never knew about these while I was playing so I didn’t collect any.

I found it challenging to pin a difficulty on Spelunker for several reasons. The game has a reputation for being difficult and I can certainly agree with that. The main issue is that the game has touchy and particular physics, so it takes some time to get the feel of the controls and understand your limits with the jumping. Spelunker also introduces a few unique setpieces and obstacles throughout the adventure that I had to fail a few times before getting it down. On the other hand, the game length is quite short. It only takes 10-15 minutes to get to the end. I waffled between giving Spelunker a 7 or an 8 in difficulty before settling on 7 due to the short game length.

This is one of the few times I don’t have much interesting to say about my history with Spelunker. This was my first time attempting a run through the game, and I have no idea where or how I ended up with the cart. The game is common and not very expensive, but the copy I have in my collection is the only one I’ve owned. I suppose I have spent so little time looking at the game that it hasn’t made an impression on me until now!

So near, yet so far!

Spelunker proved to be an interesting game to run through. At the start, it took me a few days of practice before I could reliably get deep in the game. I don’t know how many attempts it took to beat the game but it was probably a 20-30 times. Beating the game one time was a pretty standard experience, but the real fun begins when you start playing subsequent loops of the game. You quickly catch on that something is different the second time through because the cave walls change to a completely different color. As it turns out, Spelunker has six distinct difficulty loops if you want to be considered a master. I was able to beat all six loops in one attempt which I believe very few people have done.

Here is the breakdown of what is different in each loop of the game. If you want to try the game and figure it out on your own, consider the next paragraph a spoiler. The first loop of course is the standard game with golden colored cave walls. The second loop changes the cave color to a dark forest green and also introduces invisible keys. In all the loops, the keys are in the same locations, so once you realize what’s happening this time through is not too bad. The third loop has gray walls and invisible keys along with a new key collection method. This time you must jump where the keys sits to collect it. It’s important to memorize the exact positions of the keys here because you won’t grab them unless you are standing directly on top of them. The fourth loop has yellow walls and this time to collect the invisible keys you must fire a flare while standing on top of the key. This loop is very tricky because if you run out of available flares and miss just one key you must reset and start all over. Also, the gameplay shifts significantly where you should learn how to get past the bats without using a valuable flare. The fifth loop is the same as loop four except the ghosts move much faster. The sixth and final loop is the most devious of them all. To collect the invisible keys, you must jump and fire a flare at the same time. The timing for this maneuver is precise and it is easy to accidently waste a flare by firing it without jumping. The geysers spray faster too. From here the game continuously repeats the final loop’s difficulty and you can keep playing if you want to keep boosting your score.

Spelunker was not very well received in the US, but it gained much more popularity in Japan. There it gained a reputation as a “kusoge,” which is a Japanese compound word that literally means “shit game.” It received that classification due to the slippery controls and the high level of difficulty. Still, there is a subset of people that really get interested in a game like this, and I too thought Spelunker was a fun game. Certainly, it is a product of its time with the controls, physics, and primitive graphics. It’s the kind of game that can grow on you if you are willing to put some time in and see it for what it is. I like that the level design is structured around the movement and limitations of the player, so with that in place I can better appreciate Spelunker for what it offers.

#43 – Spelunker

 
MAR
06
2017
0

#37 – The Guardian Legend

Two styles of gameplay collide in this legendary adventure!

A static title screen with some nice music!

To Beat: Reach the ending
To Complete: Beat both the main game and the special mode
What I Did: Completed the game
Played: 11/7/16 – 11/19/16
Difficulty: 4/10
My Difficulty: 4/10
Video: The Guardian Legend Special Mode Longplay

In 2012, Mike Matei of Cinemassacre published a now well-known YouTube video listing his top 10 obscure NES gems. The Guardian Legend is the first game I have covered that made his list. Now I won’t tell you exactly where this slotted in on the top 10, but most of the games on that list became instantly more popular overnight, including The Guardian Legend. So the game has a lot of hype surrounding it now, but does it live up to it?

The Guardian Legend was developed by Compile. They are pretty well known for developing shoot-em-up games. The game was first released on the Famicom in February 1988. There it was named Guardic Gaiden and it was published by Irem. The Guardian Legend was released on the NES in April 1989 and published by Broderbund. The game was later released in Europe in 1990 published by Nintendo. The box and label art are unique among all three versions of the game.

Much to my surprise, my research revealed that The Guardian Legend is actually a sequel. There was a trio of games released by Compile on the MSX computer in Japan. The first game was Final Justice which released in 1985 and plays similarly to Galaga. The second is Guardic released in 1986. In this game, each level is a static screen with enemies to shoot. You go to the next stage by flying upward into a scrolling section where you can decide which path and level you want to take next. The third game is Blaster Burn from 1990 which is a vertical scrolling shoot-em-up. The Guardian Legend is the sequel of the middle game Guardic.

There’s a lot going on even in the very beginning.

The Guardian Legend is a shoot-em-up game comprised of vertically scrolling shoot-em-up sections and top-down adventure sections. You play as the Guardian who can transform between a humanoid form and a spaceship form. The goal of the game is to destroy the planet Naju which is filled with monsters and set on a collision course toward Earth. Your mission is to explore the surface of the planet to locate corridors that are buried deep inside the planet. These corridors contain switches that can activate the self-destruct sequence when all of them are set.

The game begins inside the first corridor. Here the Guardian assumes her spaceship form and you play a vertical scrolling shoot-em-up stage. After clearing the stage, the Guardian switches back to her humanoid form and then you explore the surface of the planet from a top-down perspective searching for the next corridor. The game format resembles The Legend of Zelda in that you explore an overworld while looking for dungeons you need to clear.

The controls are pretty much the same in both perspectives. Use the D-Pad to move the Guardian in eight directions. The B button fires the standard weapon. In the shoot-em-up sections you can only fire upward but in the top-down portions you can shoot in any direction. Hold down the B button for a quite generous auto-fire. The A button is used to fire secondary weapons. You can pause the game by pressing Start and you press Select to open up the subscreen.

Information overload!

There is a lot of information available on the subscreen. The top portion of the subscreen contains the same information shown when you are playing and it is comprised of three rows. The top row shows your current score, the number of power chips you currently have, the number of shots for your secondary weapon, and which secondary weapon you have equipped. The middle row contains your health bar. The bottom row shows which area you are located and the X and Y coordinates of where you are located in the overworld. All of that is just the top part of the subscreen!

The left side of the subscreen shows the map. You can see your current location highlighted as well as the location of any reachable corridor. The right side of the subscreen shows which keys you have, the maximum number of chips you can have, your attack and defense power, the power level of the currently selected subweapon, and how many chips it takes to fire the current subweapon. The bottom of the subscreen shows all of the subweapons you have. Use the cursor to select which subweapon you want to equip.

The power chips are very important to your survival. They are the ammunition for your subweapons. Each subweapon uses up a certain number of chips for each time you fire it and you cannot use your subweapons if you run out of chips. The other important mechanic is that the chips also influence the firepower of your normal weapon. When you reach certain chip amounts your weapon will power up, but spending chips and falling below that amount will cause your weapon to downgrade. There is a balancing act between using your other weapons while also maintaining enough chips in reserve to have a more useful normal weapon.

It’s a tiny swarm of overworld enemies.

There are a ton of upgrades and items that you will encounter in the game. The most important items for making progress are the keys. As you explore you will find black circles on the ground next to walls that have some kind of symbol written on them. If you hold the key that matches the symbol, then you can stand on the circle and teleport to the adjacent room. The keys are found in the corridors and they allow access to new areas of the map. Each new area hides more corridors.

You will also gather subweapons. There are twelve unique subweapons and once you have one you can switch to it anytime you want via the subscreen. If you collect the same subweapon again you can upgrade it to a more powerful form. Each subweapon has three distinct power levels. These get really strong later in the game but they cost more chips to deploy. The subweapons have all kinds of different effects and patterns and they are a lot of fun to use. You can get grenades, a laser sword, circular shots, homing shots, and so on. If one of the enemies or bosses is giving you a lot of trouble, it is probably because you are not using the best subweapon for the job. Experiment to see which one is most useful for your situation.

Some items give you other types of permanent upgrades. The Blue Lander is a little creature that will increase your maximum health, and the Red Lander increases the maximum amount of power chips. The gun item increases your attack power, and the shield item increases your defense power. The item that looks like four upward arrows increases the rate of fire for your normal weapon. You can also find an energy tank that fills up your health to your current maximum. It’s worth pointing out here that you can also upgrade your maximum health by reaching certain score thresholds.

Look, a weapon lying on the ground!

Other items are found by defeating enemies. Sometimes when you kill an enemy a little explosion cloud will appear on the ground for a little while leaving behind a power-up block. Shoot the block to reveal the item. You can find a heart that will restore some of your health. The blue orb gives you 20 power chips and a tiny bit of health, and a red orb restores 500 power chips and a little more health than the blue orb. You can also find full energy tanks but they are more uncommon.

There are quite a few ways to find the upgrades and items. On the surface you can find shops where you can exchange power chips for a weapon or upgrade. Some screens contain mini bosses that hold an upgrades. When you walk into one of these screens an alarm will sound and all the screen exits will be blocked off forming an arena for the fight. These can be challenging but the reward is worth it. Some screens contain a powerup freely for the taking although it takes some maneuvering around the map to find them.

There are ten different areas spread out across the map that branch off of the hub area. Each one has its own theme such as a water area and forest area. Each area contains two corridors and they are numbered based on the current area number. Area 1 contains both Corridor 1 and Corridor 11, for example. Corridors 1-10 are required for clearing the game and each one of them is blocked off from entry. There is some kind of puzzle you need to solve to open up the gate. Exploring the area and talking with some Blue Landers will yield the answer for how to open the gate and access the corridor. The remaining Corridors 11-20 are optional but you get upgrades from clearing them that you probably will want.

One of many huge boss sprites!

The corridor stages can pose a challenge. Often they are teeming with enemies and there can be a lot going on at one time. The scrolling speed varies from crawling to crazy fast which can add to the excitement. Each stage ends in a fight with a huge, detailed boss that takes a lot of firepower to defeat. As mentioned before, choosing the right subweapon is critical to taking out the boss successfully.

All throughout the map you will find rooms with Blue Landers that will give you a password to save your progress. The passwords are really complex, consisting of 32 characters of capital and lowercase letters, numbers, and symbols. The passwords do track all of the items you have acquired as well as your score, but the length and complexity is just too much. Thankfully in the smartphone era a simple picture works wonders for capturing it just right.

This was my first time playing through The Guardian Legend but I have quite a few random memories surrounding this game. Growing up it was one of those games I would often browse at the local video store but never rented. I ended up buying my first copy of the game for $5 during my honeymoon. A couple of years later I got big into NES collecting again and The Guardian Legend kept popping up for me. My local game store chain was slow to update their NES pricing and they sold it for $3 when it was at least a $10 game. I bought several copies of the game just to flip. (Yep, I’m one of those “evil” reseller types.) I even picked up a cheap copy on eBay a couple of years ago when I saw it. Then right before I started playing through the game for my blog, my grandmother came across a lot of NES stuff with yet another copy of The Guardian Legend. This one however was a nice condition complete in box copy that I am keeping!

Such colorful death bubbles!

It took me a little under two weeks to finish playing The Guardian Legend with my normal rate of playing. The game definitely has some meat to it with all the areas and corridors, but I managed to make progress at a good rate every time I played. I didn’t get stuck anywhere for too long and even the most difficult corridors only took a few attempts at most.

The Guardian Legend is extremely generous with powerups. The item drop rate isn’t terribly high, but there are so many enemies around to defeat that you will get powerups on constant rotation. The top-down segments, corridors, and even most boss fights provide you enough to keeping going as long as you are reasonably careful and employ smart subweapon usage. For this reason, I don’t think the game is that difficult overall, but there were a few tricky sections that caused me to give it a 4/10 difficulty rating. One of the recurring minibosses became a war of attrition every time I encountered it, and the final boss was pretty mean and took a few tries to beat. This is the kind of game where you consistently make progress, and you can keep attempting the tough parts until you get it right.

I already spoiled this a little bit, but in case you didn’t pick up on it or don’t want to know, now is the time to skip ahead to the next paragraph! Upon beating the game and sitting through the end credits, you are given a very short password “TGL.” You can use the password to play through a special mode of the game that consists only of the Corridor sections. The levels are identical to the regular game but the big change here is how you are awarded the powerups. After completing each corridor, you are taken to a special screen where you earn powerups for meeting specific score requirements. You can get as many as five powerups after each stage even if you score high enough to be awarded more. This mode shifts the focus on scoring as many points as you can. It is also more difficult than the regular game because the rollout of powerups is slower than in the normal mode. It’s a fun way to play through the game again and a fitting reward for beating the game.

The Guardian Legend handles many enemies pretty well.

There is a very good hack of the game called The Guardian Legend Secret Edition. This is a complete overhaul of the game containing a new overworld, new Corridor stages, new Corridor puzzles, and even some new bosses. The difficulty has also been cranked up quite a lot, but that is to be expected with a hack like this. I started playing through Secret Edition once I completed the game and I got about halfway through before I stopped playing. If you like The Guardian Legend then you will really like Secret Edition. I really need to get back to it and finish it for myself!

The Guardian Legend indeed lives up to the hype. This is a really good NES game that I enjoyed playing a lot. The game controls well, the graphics and music are really nice, the myriad of subweapons gives you a lot of variety and power, the boss fights are well made, and most importantly the game is simply fun to play. I certainly got hooked! The only negative in my mind is the long password system, but if that’s the only thing I can find wrong with the game then Compile did a whole lot more right. I recommended that you give this gem a try!

#37 – The Guardian Legend