Take on the NES Library

An 8-bit Extravaganza!

buster

JAN
10
2020
1

#138 – Tiny Toon Adventures

Become a little looney by playing this fun platformer.

They look so happy!

To Beat: Reach the ending
Played: 10/28/19 – 10/30/19
Difficulty: 6/10
My Difficulty: 5/10
My Video: Tiny Toon Adventures Longplay

As a kid I watched a lot of TV.  We had cable growing up and we were a Nickelodeon family for the most part.  I only got into some of the series that were played on local TV.  I didn’t really watch the Disney afternoon stuff, shows like DuckTales or Chip ‘n Dale: Rescue Rangers or TaleSpin.  My interest more switched to Nicktoons once they got going in the early 90s.  Now I did watch a bunch of Tiny Toon Adventures, but despite that, I didn’t own or play the NES game.  I played a lot of Buster Busts Loose on the SNES, just not the NES entries.  Tiny Toon Adventures on NES is one of the games that escaped my childhood for reasons unknown, which is a shame because this platformer is really fun.

The Tiny Toon Adventures cartoon was created by Tom Ruegger.  Both Warner Bros. Animation and Amblin Entertainment collaborated on the show.  Amblin Entertainment was founded by Steven Spielberg, so that’s why you often see “Steven Spielberg Presents” on the show’s title screen.  The show ran for 3 seasons and 98 episodes between September 1990 and December 1992.  The first two seasons were in syndication and the third and final season aired on Fox.  There were also three specials produced.  The show eventually stopped production to make way for Animaniacs, however re-runs continued through syndication regularly through around 2005.  The show was also a critical success, winning 7 daytime Emmy awards.

There are about 20 or so Tiny Toon Adventures video games released between 1991 and 2002.  Konami developed all of the Tiny Toon games except for one between 1991 and 1994.  (They published the other one.)  Konami was one of the most prolific developers in both quality and quantity, so this series was in good hands.  There were three NES Tiny Toon Adventures games: Tiny Toon Adventures, Tiny Toon Adventures 2: Trouble in Wackyland, and Tiny Toon Adventures Cartoon Workshop.  Tiny Toon Adventures released in both North America and Japan in December 1991, while the European release was delayed until October 1992.  It was the first console game based on Tiny Toon Adventures.

High jumps are shocking.

The story is your simple guy kidnaps girl plot.  Montana Max, one of the villains of the show, is upset because Buster Bunny wins the award for Best Student Film at the Acme Acres Animation Festival.  So, in a fit of jealous rage, Montana Max has Babs Bunny kidnapped while on her way over to Buster’s house to celebrate his win.  Now, Babs and Buster are not related, just friends, so this particular version of this old story trope seems extremely lazy to me.  Anyway, Buster Bunny, along with help from Plucky Duck, Dizzy Devil, and Furrball, set out on a journey to save Babs.  There are six stages in this game you will have to complete to beat the game.

Tiny Toon Adventures is a platformer with standard controls.  Use the D-pad to walk around Left or Right.  The A button is for jumping, and if you hold A you get a big height boost after bouncing off an enemy.  You duck by holding Down.  The B button is mostly used for running when it is held down.  While running, press Down to do a slide maneuver.  There are also swimming controls.  Tap the A button to rise in the water and hold Up and press A to jump out of the water.  You can also shoot whirlpools underwater with the B button to fend off underwater enemies.

There are a few items that will help Buster and his friends.  Carrots are the standard collectible in this game.  There’s a counter for them on-screen and you can hold up to 99 of them.  Other items are found in balloons that appear periodically.  Leap into the balloon to pop it and reveal the item inside.  The most common item is the Toon-a-round, a ball with a star shape on it.  Collect this to change characters to either your designated partner or back to Buster.  Hearts give you an additional hit point from the bad guys.  Collecting a second heart while already having one gives you an extra life instead.  There is also a stopwatch that freezes the enemies temporarily.

Plucky can fall slowly and swim well.

At the start of each stage, you speak with Shirley the Loon who helps you pick your partner for the upcoming stage.  Sometimes, if you wait long enough, Shirley will recommend the best character to pick for the upcoming stage.  Each character plays similarly to Buster with some additional moves.  Plucky Duck can glide in the air by tapping A repeatedly. He is also a more effective swimmer than the others.  Dizzy Devil cannot slide, but he has a special spin attack when B is pressed.  There is a little meter that ticks down while spinning and you have to let the meter recharge before performing another spin attack.  Furrball can climb walls.  Push into the wall to grab on, then press A to hop up the wall.  Press the opposite direction and jump to leap away from the wall.

Hamton the Pig plays a useful role in this game.  Instead of being a playable character, he hangs out in a shop of sorts.  In some stages you will find a door to a room.  Go inside to pay a visit to Hamton.  He will exchange every 30 carrots into an extra life.  These are optional rooms of course but every little bit helps!

Most of the game’s stages have a similar flow.  Most often there are three sub-levels per stage.  Completing a sub-level gives you a score bonus for any leftover time.  The second level in the stage ends with an encounter with Elmira.  Just like in the cartoon, she loves to give our heroes a squeeze.  When that happens, however, you get sent back to the start of the entire stage.  You need to avoid her and wait it out until the exit door appears.  The third sub-level culminates in a boss fight.  Each of the defeated bosses drops a key that you will use to pass through Montana’s Max’s mansion.  This level structure lasts for most of the game before changing it up at the end.

Dizzy can bust through some walls with ease.

This was my second time playing through Tiny Toon Adventures.  I beat the game with a friend a few years ago, just passing the controller back and forth.  I think it took us a couple of hours to get to the end.  This was my first time playing solo.  This game is fairly common and costs around $10 for a loose cart.

My playthrough of this game was pretty standard.  For my characters, I went with Shirley’s suggestions of Plucky in World 2, Dizzy in World 3, and Furrball in World 4.  In the other levels I picked Plucky because I found slow falling the most helpful ability.  Furrball is probably the best choice in the final stage, though I went with Plucky and stayed as Buster for the entire level.  The first time I sat down to play it I ended up finishing the game in about an hour.  A couple days later I recorded my longplay.  I did end up restarting once during recording because for some dumb reason I kept dying in the first stage.  When I try to run through this game quickly, I make lots of mistakes.  I spend most of my time just walking, which works because the timer isn’t an issue and I gain some leeway to react to enemies and traps.  I had a few deaths here and there, but I didn’t have any trouble clearing the game both times.  I even triggered the optional boss fight with Duck Vader in my video.  If you beat him, he drops a big heart worth three extra lives.  I didn’t need any more lives but I was happy to just show off and win that fight.

Climbing walls to avoid Elmira is recommended.

This time I am not too confident in my difficulty assessment.  I felt like I came into this game with fresh eyes as my past experience with the game was long enough ago that it didn’t make a difference.  The difficulty is kind of all over the place, with some surprisingly tricky spots.  Some of the enemy patterns and approaches can be tricky.  You only can take one hit and that’s only if you get the heart pickup.  Avoiding Elmira is harder in the earlier stages than the later stages because they slowly turn into platforming challenges rather than avoidance challenges.  Lives are fairly generous and you get I think four continues.  Bosses are relatively simple though the last two fights got pretty tough sometimes.  The final stage is definitely the hardest one, they got that part right.  Smart character selection can mitigate some of these issues.  I found the game easy and originally decided to put this right at average difficulty.  After some more thought, I bumped it up from 5 to 6.  I’m not sure which is better but close to average difficulty seems right to me.

Tiny Toon Adventures is a fun platformer and a great debut for these characters in a video game.  The graphics are bright and colorful with large, detailed character sprites and portraits.  Konami really nailed the look of these characters under NES limitations.  The music is very good, including an excellent rendition of the theme song.  The controls work very well and I like the variety of moves you get with the selectable characters.  Gameplay is standard hop-and-bop platformer fare, but done well with a few neat ideas mixed in.  There are only a couple of things about the game I don’t like.  First, I feel the difficulty curve is uneven.  Second, the running speed seems pretty fast.  I’m good at platformers but I had trouble going quickly through this game.  These are nitpicky items however.  This is a well-made game that is fun to play, even if the source material doesn’t interest you.

#138 – Tiny Toon Adventures

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comment : 1
 
DEC
27
2017
0

#61 – Section Z

Even if I never found the real Section Z, this early NES title is an intriguing blend of genres.

Plain screen with good music!

To Beat: Reach the Ending
Played: 10/10/17 – 10/16/17
Difficulty: 5/10
My Difficulty: 5/10
Video: Section Z Longplay

I never realized just how many NES games are arcade conversions until I started this deep dive into the library. Here we have another one with Section Z. This conversion differentiates itself from many other ports by significantly altering the style of the game from the arcade to the NES. The changes in the NES game make Section Z more suitable for home play as opposed to a quarter-munching arcade experience. Reading impressions from other players around the web gives me the consensus that the NES version is the better game. Let’s take a closer look to see if these changes make Section Z on NES fun to play.

Section Z began as an arcade title released in December 1985. It was both developed and published by Capcom. The game was first ported to the Famicom Disk System in Japan in May 1987. This version of Section Z is also developed and published by Capcom. The NES port was released shortly thereafter in July 1987 in North America. Europe had to wait until September 1989 before Section Z on NES was released there. Many years later, the arcade version was re-released in a few different Capcom arcade game compilations, so you can play it on PS2, PS3, PSP, Xbox, or Xbox 360.

Section Z is a side scrolling shoot-em-up. You play the role of Captain Commando and you are tasked with entering the enemy base of Balangool. The mission is to destroy L-Brain, who is located in Section Z of the enemy base. Defeat L-Brain and escape Balangool to beat the game. It’s a shell of a story and premise, but it’s all you really need.

Fly in there and fight!

In the arcade game, you automatically enter the base and begin at Section A. Your character looks like an astronaut with a gun. He can move in all directions but can only fire directly left or right. You use the joystick to move around and you have two action buttons, one to fire your gun and the other to turn around and face the other way. Therefore, you can face one way while moving in another direction. You also drop bombs anytime you fire your gun. Play progresses linearly from Section A alphabetically to Section Z. You find upgrades to increase both your speed and the strength of your gun up to three times each. Every five sections or so you fight a boss, and after that the game scrolls in a different direction for the next set of sections.

The NES version changes things up by having a completely different level structure. For starters, the sections are numbered, meaning there is no Section Z at all in the game! The sections themselves are arranged in a giant maze that you explore via branching paths. The game begins with the approach to the base in what the game calls Section 00. Play scrolls to the right in this and every other section in the game. After this short action sequence, you descend directly into Section 01 for more shoot-em-up action. At the end of this section, you are presented with a pair of teleporters and you decide which way to go. Most sections in the game have these branches at the end, and you don’t know where you’ll end up until you pick one for yourself. Each section is numbered to help you map your way through the maze. Furthermore, the whole base is logically broken down into three areas, each its own self-contained maze.

The controls are almost like the arcade game. You can move your character in all eight directions with the D-pad. Instead of having dedicated fire and turn buttons, pressing B fires to the left and pressing A fires to the right. This is much more intuitive control. You do not drop bombs when you shoot like you do in the arcade version. If you press both A and B together, you will generate special weapons. Start pauses the game, and Select uses a powerup.

It only looks like a standard shooter at first.

The top of the screen displays your score, the current section number, your current energy, maximum energy, and the powerup selection. Section Z utilizes energy in a few different ways, but mostly it acts as your health. You begin the game with 20 energy. Each time you get hit by an enemy bullet, you lose one point of energy. The game is very forgiving when it comes to bullet damage. Also, you may freely touch walls with no issue, and even your character stands on the ground if you land. You die if you get crushed by the screen scrolling, run out of energy, or make direct contact with an enemy. You lose a life and five energy points, but you get to resume at the start of the current section. You get three lives in Section Z, but they are immaterial. At Game Over, you are given the option to continue your game or restart from the very beginning. The only loss from continuing is your score goes back to zero, and Section Z has infinite continues anyway. Dying with no energy remaining is the steepest punishment, sending you all the way back to the start of the current area with 20 energy.

Enemies will occasionally drop powerups when defeated. Regular enemies can drop one of two powerups. One restores three energy points, and the other labeled with the letter S increases your speed. There’s no indication to confirm, but I believe you can increase your speed twice. The weapon powerups come from a specific enemy called a Metal Eater. This looks a metal blob attached to the wall. When defeated, it drops one of three powerups: The Flash Buster, the Megasmasher, and the Barrier Shield.

On the top-right of the screen, you may see up to four letters that indicate which powerups are available. L is for the default laser, and F, M, and B represent the three weapon powerups. Collecting the weapon displays the letter on the status bar and you can arm yourself with whichever one you want at any time. You move the special weapon selector arrow during play by pressing Right on the D-pad, and then press Select to use it. The controls are really bad for equipping weapons on the fly, and you can’t pause the game and select a weapon which seems like an oversight to me. As it is, your best bet is to equip weapons at the end of a section prior to hopping in the teleporter.

Thank you Metal Eater for the gift you will soon give me!

Here’s what the powerup weapons do. The Flash Buster gives you a three-way spread shot, but the bullets themselves are short range. Also, firing another round of shots removes any bullets still on screen. The Megasmasher replaces your normal shot with a large V-shaped bullet. The barrier shield sits in front of you and can absorb 32 bullets before being depleted. You can also get a combination of both the Flash Buster and the Megasmasher, but it’s a bit complicated to acquire. It just seems to happen when you keep grabbing powerups as you play. This is how I believe it works. You must have one of the two base weapons in use, as well as have both weapons in reserve, and then grab a powerup of the other weapon. The combo weapon has the spread and range of the Flash Buster with the bullet type of the Megasmasher. It doesn’t have an official name, but I’ve seen it called the Megabuster in two separate FAQs, so that name seems appropriate to me!

Sometimes the sections have hidden rooms. You have to fire at specific locations to reveal a white warp portal, then fly into it to be taken to the hidden room. There are several kinds of special rooms. You may find a warp room which presents you with two more exits to different sections. An energy refill room looks like the warp room except the teleporters restore some energy. The metal eater room is for finding weapon drops. Finally, you may find permanent upgrades for two additional special weapons in the game. Each of these special weapons is called a Special Transmissions Shell, or STS.

The STS is the special weapon you activate by pressing A and B simultaneously. Pressing the buttons together will display the STS temporarily in the middle of the screen and you must collect it if you want to use it. Collect it first, then press one of the fire buttons to deploy it. Grabbing the STS costs four energy points, so keep that in mind. There are three types of STS. The default one you start with is a Megamissile, which fires a heavy, straight shot. Next is the Flash Bomb which damages all enemies on screen. The last is the Crash Ball that orbits your character for a few seconds and damages everything it touches. You can cycle through available STS by revealing and ignoring the ones you don’t want. I found myself not bothering with STS because of the energy cost and the cumbersome method of equipping them.

Make sure the path you want is unlocked first.

Sometimes at the end of a section, one of the teleporters is a red beam of light instead of the normal white beam. Touching the red beam instantly kills you, so obviously avoid them! There is a generator somewhere in the maze that you destroy to replace the red beam with a normal one so that you can pass. You have to seek out the section that contains the generator and then blow it up. Generators act like a mini-boss battle and halt the screen scrolling when you approach one. They are stationary but fire both aimed shots and tracker bullets that follow you around the screen. With enough firepower, you will destroy the generator, leaving behind an energy capsule that increases your maximum energy when acquired. Backtrack to the previous section with the red teleporter, and if you destroyed the correct generator you will see it transition from red to white and you may now take this new path forward.

The end of each of the three main areas ends in a boss battle. You are awarded with another energy upgrade when you defeat a boss. Exiting this section brings you to a major checkpoint. Here you get a small cutscene which awards you bonus points as well as displays your maximum energy and all STS you have acquired. Unless you turn the game off or reset, you won’t have to go back and replay major areas completed.

Section Z was a game that I rented once as a kid. We had two rental places in my town right across the street from each other, Gentry’s TV and Video and Main Street Video. Gentry’s had moved to the next town over and not long after that Circus Video opened a few blocks further away. I mostly remembered Circus Video for their SNES and N64 games later, but early on they had NES games and I only remember renting just a few of them, including Section Z. I have vague memories of the game, but I know I didn’t understand the game at all and was left unimpressed. It wasn’t until just a few years ago that I discovered Section Z was both a shooter and a maze exploration game. This is really suited to my tastes in gaming, and now I can give the game its proper understanding and appreciation. I was very excited about giving Section Z a try with this fresh perspective.

The boss fights are pretty neat, but they do have issues.

My approach before even starting the game was to map out all the paths. Rather than draw an actual map, I drew up a table that connects each exit in a section to its corresponding section. I made sure to revisit each section and take each exit to make sure I didn’t miss any connections. The idea was that I would completely map out the game and take my time exploring, and then go back and figure out the most straightforward way through the game to complete it efficiently on my final attempt. The sections themselves are short and most are not too challenging. The main problem I had was that I ended up going the right way accidentally and couldn’t go back to trace alternate paths. My only options were either to continue on or to run out of energy intentionally to get sent back. I beat the game twice before I felt I had the game sufficiently mapped out, having all primary branches accounted for and only missing a few optional secret areas.

With my completed chart in hand, I traced my complete route and set up to record my final run. I’m really pleased with how my longplay video turned out. I don’t think it’s obvious from watching the video that I was moving through the maze based on just my notes. I beat Section Z without taking any wrong turns and I even beat it without dying. It’s one of the cleanest runs I’ve captured thus far.

My biggest complaint about the game is that the hitboxes for the bosses are incredibly small. You have to be lined up just right to do damage. This is made more difficult in several ways. It is much more difficult to get the necessary pixel precision with both speed upgrades. Missed shots bounce off bosses to neat effect, but it’s detrimental because you must wait for those repelled shots to vanish before you can fire more. The three-way shot makes this even harder. Also, the hitbox is off-center from what you would expect, so you often miss when it appears you are making direct hits. Switching up weapons while dodging enemies or bosses is very cumbersome, and I often chose the wrong weapon by mistake in those situations.

Sometimes the action can get a little hectic.

Section Z has a reputation for being a difficult game, but I would give it an average difficulty rating. Infinite continues, the energy system, and mild setbacks from death ease the difficulty considerably. Keep a map or a table like I did to streamline exploration. Most of the sections are brief and progress from section to section is consistent. Don’t worry too much about avoiding bullets and focus on avoiding enemy collisions. The boss battles are the most difficult part of the game, and much of the difficulty can be mitigated by stockpiling energy and winning through attrition.

Section Z is a neat mixture of shooter and maze exploration that kept my enjoyment throughout my playthrough. I was right that this would be a fun game for me. However, as an early NES game, it suffers from several issues. The boss fights are problematic as I already mentioned. There are graphical glitches that appear visibly in between screens. Sprite flicker is not handled properly, and in some spots the enemies at the end of a long row are completely invisible. These are not exactly minor issues, but Section Z is better in other aspects. The graphics are good for its time, and the music is catchy in almost all instances. There is just a tiny bit of slowdown, but the game performs well even with many enemies and bullets on screen. The boss battles have clever concepts and would be a highlight of the game with a little tweaking.

It’s hard to say if I would recommend playing Section Z today. The NES got a better shoot-em-up and exploration hybrid in The Guardian Legend just under a year later. I can’t decide which aspect I like more: The gameplay or the act of mapping out everything. I do like that Capcom tried something different with the game instead of a more direct arcade port, and the glimpses of quality here paved the way for Capcom’s later NES efforts. What you will get out of the game depends on both your personal taste and acceptance of common quality issues found within early NES games. If any of this sounds appealing to you, I think you should at least try Section Z.

#61 – Section Z