Take on the NES Library

An 8-bit Extravaganza!

capcom

AUG
06
2021
0

#168 – Street Fighter 2010: The Final Fight

Neither Street Fighter nor Final Fight.

The real 2010 wasn’t this exciting.

To Beat: Reach the ending
Played: 10/15/20 – 10/18/20
Difficulty: 7/10
My Difficulty: 7/10
My Video: Street Fighter 2010: The Final Fight Longplay

Knowing what we know now about video games of the past, if you were to see the name Street Fighter 2010: The Final Fight without knowing anything about it, you might get pretty excited.  Street Fighter II and Final Fight are both among the greatest arcade games of their generation, so even under NES limitations, you would be right to expect something great.  Plus, it’s made by Capcom, the same developer for all three!  Well, we didn’t get some glorious NES adaptation of Street Fighter or Final Fight.  What we did get is a futuristic, sci-fi action platformer that ends up one of the more interesting NES titles, for better or worse.

Street Fighter 2010: The Final Fight was both developed and published by Capcom.  It first appeared on the Famicom in August 1990 under the slightly different name 2010 Street Fighter.  The game released on the NES just a month later in September 1990.  Of note, this game released after both Street Fighter and Final Fight in arcades, but before Street Fighter II, when the series exploded.  This game also released on 3DS Virtual Console in all regions in 2014 and also on Wii U Virtual Console in Japan and PAL regions in 2014, with an early 2015 release in North America.

In this game, you play the role of Ken, the greatest Street Fighter in the world.  Defeating all the best fighters in the world doesn’t leave Ken satisfied, so he pursues university studies in the field of Cybotics.  Along the way he befriends Troy, and the two of them invent something called cyboplasm.  In proper doses, this makes men very strong, even helping them stay alive long beyond their normal life span.  At the same time, others in society have perfected travel to distant worlds, though Ken has no interest in all that.  Except now he has to, for one day back at the lab, his cyboplasm was stolen and Troy was murdered.  Ken will avenge the death of his partner, having to defeat many super creatures along the way that have taken too much cyboplasm, which causes them to lose their minds.  This journey takes you across five planets with multiple levels each.  Clear all the levels to see the ending and beat this game.

This first fight is pretty tough just starting out.

This is a side-scrolling platformer game with rather complex movement and controls.  Ken can perform standard platformer movements.  Use the D-pad to walk around, jump with A, and attack with B.  Ken can cling to walls by moving into them while holding A, then he can press Up or Down to climb the walls.  Press away from the wall and jump to jump away.  He can jump down through certain floors by holding Down and pressing A.  When falling through a floor, if you hold Up you can grab onto the underside of the floor.  Continue to hold Up to pull yourself back up onto the ledge, or you may let go of the D-pad and just hang there.  Later you may press A to jump down from the hanging position.  Ken can perform all sorts of punches and kicks with the B button that throw out some sort of energy for a short distance.  Press B rapidly to do a flurry of quick punches, either facing left or right, or while holding Up.  If you hold either Left or Right, you can mash the B button to perform some longer distance attacks.  These always come in a combo, some of them curve downward or upward slightly.  Eventually they turn into kicks that attack at an upward diagonal before cycling back around to the punches again.  If you hold Down and mash B, you’ll perform the diagonal kick attacks first, then start throwing punches in the same cycle as above.  You definitely want to play around with it to get the feel for how it works and how the attacks move.  One more thing.  If you do a neutral jump straight up, then hold the opposite direction you’re facing, you’ll backflip.  When you are upside down in the backflip, you can attack to fire straight down, which is the only way to do so.

Each planet has multiple stages that are framed as one-on-one combat matches.  You’ll get a screen that say “Target vs. Ken” with an image of the enemy you need to take out in this stage.  The levels themselves can take many different forms.  There are single screen levels, scrolling levels, and autoscrolling levels.  Some areas are simply boss fights, some involve infinitely spawning enemies, and others are stages with a boss fight at the end.  Sometimes the target is just one enemy you need to defeat, and sometimes you have to defeat multiple target enemies to proceed.  The goal of each stage is to open up a portal to the next one.  Defeating the target produces some glowing energy that you touch to collect.  This fills up the Open bar at the bottom of the screen, and when it is completely filled up, the portal to the next level appears.  There is a normal stage timer during regular play that sets itself to 10 seconds whenever the portal is open, so you must move quickly to find the portal and enter in time to proceed.

Anticipate spending a lot of time climbing this.

There are items you can collect to help you power up.  Many stages have rocks that you can destroy, some of them hide powerups.  The most common one looks like a circle with a C in the middle.  This increases your power level half a segment.  Each segment of the power bar makes your attacks go a longer distance, but I’m not sure if attacks are more powerful or not.  I never got to full power at any time, but apparently your stronger shots look like spinning disks at full power.  There are some rare powerups that only appear in certain stages.   One is an orb that attaches to your back and deals damage to enemies that touch it.  Another gives you some sort of slash kick.  When you perform a backflip, your feet do damage to enemies on contact.  There are also some items that enemies drop.  Glowing orbs restore half a bar of health, and large glowing orbs restore two bars of health.  You can also get 1ups but they are uncommon.

Structurally, each planet has some sort of theme.  Planet 1 is mostly cityscapes, Planet 2 is jungle-like with lots of vines, Planet 3 is the desert planet, Planet 4 is the water planet, and Planet 5 is pretty much a space station.  Not all levels in each planet strictly follow the theme, but for the most part they make sense.  In between each planet are cutscenes that advance the story, showing where Ken is off to next, that sort of thing.

This is a pretty challenging game for a variety of reasons.  Most enemies and traps take one bar of damage out of the starting five.  Your health carries over from stage to stage, so you’ll often lose lives just from having low health to start a new area.  Health pickups from enemies seem to happen every four kills, which doesn’t help any in pure one-on-one fights.  When you die, you lose your entire power bar.  This is the main reason why I never was able to see what full power was like.  There are no mid-stage checkpoints in the game, and that includes the gauntlet in the final level.  The only aspects in your favor are that you get a health refill at the start of each planet, sub areas stay cleared when you move through the portals, and you get infinite continues.  

A … sanderfall?

This was my first time clearing this game, though I have played it before.  This was a rental way back in the day, and it is the only time I remember playing it up to now.  I seem to remember the final stage, though I’m probably getting my memories crossed up as that would be quite a feat for me as a rental.  I saw the AVGN review of the game a few years back, that’s probably the most of what I remember about this game.  I would consider this game a tad obscure, but it is relatively common from a collector perspective.  This was a $5-$10 game for quite a long time, and I see now it has crept up to around $15 for a loose cart.

This is the type of game that I can sit and grind out a victory in a few hours, depending on length and difficulty.  Street Fighter 2010 took me close to four hours to beat, over two nights.  The first night I worked on it for a couple of hours and got to the final planet before turning it off for the night.  I beat the game the next stream.  It took me about an hour to reach the final stage, then a full hour just to finish off the game.  That last area is no joke.  You have to clear three past bosses, one of those a double fight, and then the final boss, all on one life.  This is the only level where the timer is a major issue as well.  Thankfully I managed it.  As of this writing, it has been over 9 months since I beat the game for this blog.  I ended up replaying the game last week just to refresh myself, and I beat the game in about an hour and a half this time.  I’m honestly surprised I didn’t lose much skill on this.  It’s pretty hard to go back and beat old games that I haven’t touched in some time.  Maybe now I’ll be serious about getting caught up on these writings!

Street Fighter 2010 is a difficult, complex action game that’s not for everyone, but it is a technical showpiece for the console for sure.  The graphics in this game are really good looking.  There’s lots of detail in the backgrounds and enemy sprites, and good animations too.  There’s plenty of variety here as well.  Some levels scroll fluidly in all directions, and there is some split scrolling in some of the boss fights that can be tricky to pull off well on the console.  One autoscroller level drifts in an unorthodox pattern, similar to the airships in Super Mario Bros. 3.  The music is top notch, certainly with some of Capcom’s best composers hard at work.  The controls, while they let you accomplish a lot of moves, can get in the way of the action sometimes.  Clinging to walls, hanging off ledges, and swinging around pillars takes a fine touch, while those same obstacles can get in the way of you trying to avoid enemy attacks.  This is a game that is just as much about mastery of the player character as mastery of the levels and boss designs.  This game is often overlooked as far as Capcom games go, and I think in part that is because it is not as accessible as other games of this style.  And let’s be honest, naming it Street Fighter 2010: The Final Fight was not the best choice.  This game is derided just off the name, but there’s a quality experience here if you can wrap your head around it.

#168 – Street Fighter 2010: The Final Fight

by :
comment : 0
 
OCT
02
2018
0

#97 – Chip ‘n Dale: Rescue Rangers

If you ever wanted to throw a friend, here’s a great way to do it!

Ch-Ch-Ch-Chip and Dale!

To Beat: Reach the ending
Played: 8/12/18
Difficulty: 4/10
My Difficulty: 3/10
My Video: Chip ‘n Dale: Rescue Rangers Longplay

We are almost at 100 NES games into this project, yet somehow this will be the fourth Disney Afternoon NES game on the list already. Sure, I handpicked DuckTales to round out my first ten games, but then TaleSpin followed quickly after. DuckTales 2 was beaten just a few months ago. I did not watch much of those cartoons in the Disney Afternoon lineup, but I sure played a ton of Chip ‘n Dale: Rescue Rangers over the years. Time to play it again and document it all!

Chip ‘n Dale: Rescue Rangers was an animated series from Walt Disney Television Animation. It was created by Tad Stones and Alan Zaslove. The series technically started with a preview episode that aired in August 1988. The full series began on the Disney Channel in March 1989 with a 13-episode run in its first season, which included that preview episode. Season 2 ran 47 episodes from September 1989 through May 1990. The first five episodes of the season were initially created as a standalone movie named Rescue Rangers: To the Rescue. The third and final season was an abbreviated five episode run from September 1990 through November 1990. Reruns were aired as part of the Disney Afternoon from 1990 through 1993.

Chip ‘n Dale: Rescue Rangers is one of the few releases to launch near simultaneously in both Japan and the US. Both the Famicom version, named Chip to Dale no Daisakusen, and the NES version were released June 1990. The PAL version would wait until December 1991. There was also a port to the Playchoice-10 arcade machine. Capcom both developed and published this game. Chip ‘n Dale: Rescue Rangers was included as part of the Disney Afternoon Collection compilation released in 2017.

Small cutscenes progress the story.

Chip ‘n Dale: Rescue Rangers is a side-scrolling platformer. The Rescue Rangers work together to find their neighbor Mandy’s missing kitten. Chip and Dale go hot on the trail and fend off a bunch of mysterious robotic enemies. It turns out to be a distraction as their enemy Fat Cat captures Gadget, one of the Rescue Rangers. Now the remaining Rescue Rangers have to work their way through several levels to find and defeat Fat Cat. Simply reach the ending of this story to beat this game.

At the start of the game you decide if you want to play single player or two-player mode. In single player you then get to pick if you want to control either Chip or Dale. Both play the same so just pick the one you like more. In two-player mode, player 1 is Chip and player 2 is Dale. Two-player mode is simultaneous play which I have found is a big draw to this game.

The controls are normal platformer controls. You move around with the D-pad and press A to jump. You can control your fall with the D-pad for good old precision movement. Hold Down to duck low, and if you press A then you will jump down through ledges. The B button is used to pick up and throw objects. Normally you will throw crates but there are other things you can grab. Push into the crate from the side and press B to pick it up. You can move around like normal when holding a crate. Press B to throw the crate sideways the length of the screen. You can hold Up and press B to throw a crate straight above your head, like you have super strength. If you duck while holding a crate you will hide inside of it. You’ll see your character’s eyes peeking out. While hiding like this, enemies can walk right into the crate and take damage, acting like a shield of sorts. If you throw the crate while hiding you will throw it low across the ground. In the two-player mode, you can throw crates at each other, stunning your partner briefly. You can also pick the other player up, carry him through the level, and throw him around. Press Start to pause the game, and press Select to also pause the game and bring up a status screen.

Always carry a crate along.

A little information is on-screen during play, and the rest of it is shown on the status screen. The top of the screen shows your health meter in the corner. You get three hearts of health and damage from an enemy causes you to lose a heart. In this game there is no way to extend the maximum health meter. There is also a C or a D displayed above the health depending on if you are playing as Chip or Dale. The status screen from pressing Select shows your character portrait along with the number of lives, flowers, and stars you have collected.

There are powerups and collectibles you can find. Flowers are the most common item you will see all the time out in the open. Meanwhile, stars are usually found hidden behind a crate. Once you collect either 100 flowers or 20 stars, a 1up star will float into play from the side of the screen. You can occasionally find 1up stars hidden in crates. You can tell the difference as 1up stars flash colors and normal stars do not. Health-restoring acorns can also be found in crates. Normal acorns restore one heart and blinking acorns restore all health. While not a powerup, I want to also mention the metal crates. You can’t throw these, but you can pick them up, drop them, and stack them to build makeshift stairs.

Large treasure boxes may hold special items. You can find full-health acorns inside them sometimes. You can find a powerup with the letter P on it that helps you carry heavy items. There are some things like large apples that you can pick up but they slow your movement and you can’t jump as high. When carrying an apple you can see Chip or Dale visibly sweat because it’s so heavy. With the P powerup you can carry big items the same as normal ones. Boxes may contain a hunk of cheese that lures fellow Rescue Ranger Monterey Jack. He will go after the cheese while knocking a hole in the wall that opens up the next screen. The best powerup is Zipper, another Rescue Ranger. He provides temporary invincibility and knocks out all your enemies for you while it lasts.

Choose your own adventure!

You jump right into the action after the initial story sequence in a new game. The end of this level is when Gadget gets captured. After a message from one of the characters, you get to choose the next level you want to play from the map. Each area is identified by a letter of the alphabet, and you can fly your plane to the one to want. Of course, you have to beat a level before you can pass it on the map to the next one.

At the end of each level before the map screen, you get to play a bonus game. This is a single-screen platforming segment with a few crates that have items inside. You want to find stars and 1up stars here if you can, but the bonus game is over so quickly that you have to be intentional on where you want to look. In two-player mode this is especially devious as you can stun the other player with thrown crates, losing precious bonus time in the process.

The levels themselves are mostly straightforward platforming. There are locations where everything is large in contrast to your small size. You can run around library books or jump over steaming pots in the kitchen. Some stages have interactive elements. For instance, you can turn off streams of water in the way by jumping on top of and turning the tap. You can also hit switches with crates to turn things on and off. The path of the level may take you in any direction, but you always stay on track and the screen doesn’t scroll to let you backtrack.

Turn the tap to shut off the upper valve also.

Most stages end in a boss battle. Instead of the bosses dropping throwable items, you get a single red ball used to attack. This ball acts like the crates but it is permanent. Throw it into each boss five times to defeat it. The ball always rebounds off the wall and flies backwards before dropping to the ground after its next collision with one of the sides. This is so you can’t lose the ball behind some of the larger bosses in the game.

You start the game with three lives. You can play when the status screen shows zero lives remaining, so you always have one more life than it appears. The same thing happens with continues. You can continue up to three times from the start of the stage where you died. Before your last continue, the Game Over screen will display “Continue 0.” I think it’s nice to have what feels like an extra continue just in case you need it!

Chip ‘n Dale: Rescue Rangers was a game I’ve owned since I was a kid and I have played through the game countless times. We did not own this new, but it sold well enough that there were a lot of second-hand copies floating around. I don’t recall how I got my first copy but I have had a few other copies I bought within game lots on eBay. As a popular, yet common game, it always sells for around $10-$15.

This huge boss is probably some kid’s toy robot.

I have played a lot of this game, but I hadn’t played it recently. I liked the idea of trying to beat the game without dying, but this time I just wanted to beat the game well enough to move on to the next one on my list. I died four or five times in my run and I didn’t get too far in before I died the first time. It’s not a great outcome, but I’m satisfied with it. I made sure to play all the stages. Poor Area E gets ignored by just about everyone since there’s really no reason to play it due to its location on the map. I wanted to give it part of the spotlight during my playthrough because it’s a good level like the others.

Chip ‘n Dale: Rescue Rangers is a great NES game suitable for any collection. It has colorful and detailed graphics, peppy music, responsive controls, and fun levels. The enemies and traps are interesting with some creative behavior and interactivity, and the boss battles are well made. The levels are in some unusual but clever settings and they really suit the game well. My only gripes are that the game feels a bit too short and the game difficulty is mostly easy. A few of the levels can be skipped over entirely making for an even quicker game if that’s what you want. These are minor complaints. This is an excellent game made even better by supporting two players. Games like this tend to make me crave more of it, but lucky for me there’s an NES sequel coming up someday. I haven’t yet played Chip ‘n Dale: Rescue Rangers 2, nor do I know much about it at all, so I am very much looking forward to playing it!

#97 – Chip ‘n Dale: Rescue Rangers

 
JUN
08
2018
0

#78 – DuckTales 2

Scrooge McDuck decided he didn’t have enough money after all.

Look at that shiny gold!

To Beat: Reach the ending
To Complete: Beat the game with the best ending
What I Did: Completed the game with all endings
Played: 3/12/18 – 3/15/18
Difficulty: 3/10
My Difficulty: 3/10
My Video: DuckTales 2 Longplay with Best Ending

It’s another milestone of my Take On The NES Library project, sort of. DuckTales 2 is not the first sequel on my list. That goes to Super Mario Bros. 2. However, DuckTales 2 is the first direct sequel, in the sense that it is basically the same game. Milestones are going to be harder to find the longer I go into the project, so I like pointing them out and celebrating the ones we have. DuckTales 2 doesn’t do a whole lot in changing the formula of the original game, but I think that’s okay. NES DuckTales is quite good, and more of the same shouldn’t necessarily be a bad thing.

For more information on the background of this series, check out my DuckTales review.

DuckTales 2 was first released on the Famicom in April 1993. The NES release in North America followed in June 1993, and a PAL release followed later in the year. It was published by Capcom. Make Software is credited as the developer, although from what I can find, they may have only been responsible for the sound engine in the game. My belief is that Capcom and Make Software co-developed the game. That is pure speculation on my part just because of how similar this game is to the original DuckTales which was developed by Capcom. A Game Boy port followed in November 1993 in North America and December 1993 in Japan.

Travel the world in search of treasure again!

DuckTales 2 is a side-scrolling platformer where you control Scrooge McDuck. The story begins with Huey running to Scrooge with a torn piece of paper. They figure out that it is a portion of a treasure map left by the late Fergus McDuck. Naturally, they want to try and rebuild the map so they can locate the lost treasure of McDuck. Scrooge and company start an expedition to five different locations both to find the remaining portions of the map and to collect highly guarded treasures along the way.

The game controls the same as the first game. You walk around with the D-pad and you can duck by holding Down. The A button jumps. While jumping, if you hold Down and B you use your cane as a pogo stick. You bounce high off the ground, and this is how you defeat enemies and pass over spikes. If you walk into a wall or solid block for a little bit, you will see Scrooge stand in place for as long as you hold the direction button. If you press B in this state, he will swing his cane like a golf club and whack the object next to him. You can also jump with A in this state and then swing your cane to hit objects off the ground. You can press Start to pause.

A few features were added to DuckTales 2. Scrooge’s cane is used to hook certain objects. Perform the golf swing on these things to grab onto them with the cane instead of hitting them. You can then hold the opposite direction on the D-pad to pull on them. You can drag certain blocks on the ground, as well as pull switches and activate objects. Release the B button to let go of your hooked object. There are hooks above the ground that you can grab onto simply by jumping to them. Press A again while hooked to jump off or press Down to fall.

Scrooge’s cane is more versatile.

At the start of the game, you see a map of the game world. There are five levels and you can play them in any order you like. Simply use the D-pad to move a cursor to the different stages. The icon next to a stage will show Scrooge’s face if you have already completed the level once. Otherwise, it shows the treasure you can find guarded by the boss at the end of the stage. Launchpad will read some information about the level you selected. You can choose to play that stage or switch to a different one.

There are three equipment upgrades you can find. You can speak with characters by walking up to them. Normally they give you some advice about the level you are in. In certain levels, you can find and talk to Gyro and he will give you an adaptor upgrade for your cane. The hammer adaptor gives you a more powerful golf swing, the iron adaptor gives you a stronger pogo jump, and the power adaptor lets you pull heavier things. They are applied automatically when you get them and they are permanent. Now you can break or pull certain blocks that hide treasure or other paths you can explore.

Like in the original game, you can find different items in the stages. Sometimes enemies will drop jewels that add to your money total at the top of the screen. Small diamonds are worth $1000, large diamonds give you $10,000, and red diamonds yield $50,000. Items mostly come out of treasure boxes, both small and large, that you can open by bopping them with your cane, either by pogo jump or golf swing. Boxes may also hide ice cream cones that restore one point of health and cakes that refill your entire health meter. Extra lives in the shape of a small Scrooge also appear occasionally inside a treasure box. A couple large treasure boxes hide special treasures that are worth a million dollars each. Also, each stage has one large treasure box containing a piece of the treasure map. The difficulty level chosen on the title screen influences the items you’ll find. The harder difficulties have fewer health recovery items, replacing them with jewels.

Check every nook and cranny for the map pieces.

DuckTales 2 features an item shop. Like in the first game, each level ends in a boss fight and you earn a treasure worth a million dollars. Combine that with your earnings from the stage, and then you get a chance to spend it in the item shop. Two items in the shop are ones you can bring into the stages. The cake acts just like the cake item from the treasure chests, but this one you can use anytime. Pause the game, then use the D-pad to scroll through your items to select the cake. The other item is the safe, but unlike the cake you don’t have to use it through the menu. The safe lets you keep your money earned if you lose a life within a stage. Normally you lose your accrued cash when you die. You can buy extra lives and a continue globe that lets you continue if you run out of lives. The extra energy item adds a point to your maximum health. You begin with three points and can buy two of these items to get up to five health. You can also buy a piece of the treasure map, but this isn’t always for sale.

Here are the five stages in the game:

Niagara Falls: This is the first level in the list and not a bad one to start off with. This level has water in it that you can cross on a life raft. Knock the raft into the water and smack the wall while standing on the raft to push it to the other side. There are logs falling down the falls that you must cross, as well as a crumbling bridge.

Bermuda Triangle: This stage takes place on a ship near the Bermuda triangle. This level has barrels that you can smack with your cane that sometimes give diamonds. One neat object is a cannon that you can fire by hooking with your cane and pulling a cannonball loose. There are also conveyor belts that you can drive by pulling them with the cane.

Behold the rare spring blossom!

Mu: This level takes you below ground passing through the ruins of past civilization. There is an ancient city here that can give you something special if you can find it. There is a flower that you can tug on with your cane to springboard you across a large gap. It’s the only one in the game but it’s neat.

Egypt: This pyramid level is the most maze-like stage of all. It has several looping paths and hidden floors. There’s a lot of treasure for the taking if you are willing to look for it.

Scotland: This stage is a large castle, and there are plenty of knights and spikes to contend with. One enemy here is a floating hand carrying a lantern. It shows up a lot and sometimes you can bounce off it to reach treasures.

There’s a bit more to play past these five stages. Scrooge’s rival, Flintheart Glomgold, appears on the pirate ship. You have to go there and deal with him to beat the game. If you can find all seven pieces of the map, you get to play one additional level containing the lost treasure of McDuck before the final showdown.

Snakes and quicksand are a dangerous combination.

This was my first time playing DuckTales 2. It’s one of those late lifespan NES games that is both fun to play and very expensive to buy. A loose cart sells around $125 these days. It has been near that amount for several years now. The first DuckTales game was popular enough that DuckTales 2 seems to have sold decently well for a 1993 NES game. I say that because it is easier to find than many of the other expensive NES games. I have seen a few copies for sale in stores since I’ve been looking for games, and I can’t say that for other games this costly. It’s also the most expensive NES game I’ve owned more than one copy of. I bought my first one for $100 on eBay, and the other I found in an eBay lot of six games that I bought for $60 total.

I struggled a little bit more playing DuckTales 2 than I would have expected. I got Game Over a couple of times while I was l learning the levels and looking around for secrets. I suppose it’s easy to be careless when you aren’t focusing solely on surviving and beating levels. Once I committed to buying the health upgrades and whatever else I needed, I didn’t have any problems beating the game after that. I got the normal ending of the game with plenty of lives to spare.

Getting the best ending like I wanted took a little more effort. Through normal play and exploration, I found all of the map pieces but two. The one in Niagara Falls I thought was very well hidden. I found that one last though I found it on my own. The map piece in Egypt gave me real trouble. To get it, you have to solve a puzzle that opens a gate leading to the map segment. There’s a clue before the area that gives you the hint needed to solve it, but I just couldn’t figure it out. I tried everything I could think of and got nowhere. I had to look up the solution to that one online. I gave it my best try so I have no issues with looking up the answer, even if I prefer not to.

These lantern hands show up in tricky spots.

Just like in the first DuckTales game, there is a third, bad ending if you finish the game with no money remaining. There’s a clearer path to the ending in DuckTales 2 because you can spend extra money in the shop, and you spend in smaller amounts than in the first game. If you need some extra money to balance it out, or simply more chances to buy in the shop, you can leave a level through Launchpad. This lets you keep the money you have earned in the stage plus lets you shop again. You can do this as many times as you want. I was able to get the bad ending on my second try. This means I got all three endings in DuckTales 2.

I think DuckTales 2 is a little bit easier than the first game. I rated DuckTales a 4/10 and gave DuckTales 2 a 3/10. Most of that difference is due to the ability to purchase additional lives and continues. Another difference is that I believe you can earn unlimited money in DuckTales 2. In the original, you could only leave with Launchpad once per stage. Here you can revisit a level you are good at, take the money or any extra lives you can find, and leave with Launchpad as many times as you want. It’s grinding made easy. The difficulty of the levels themselves are roughly the same in my mind. It’s not a complete pushover of a game but it shouldn’t take experienced players very long to beat.

DuckTales 2 is a great NES game, but doesn’t offer as much as you might expect from a sequel. The graphics, music, controls, and gameplay are all top notch. It’s the kind of quality you would expect from a Capcom-published NES game from the 90s. The upgrades are nice and help add a bit of exploration to the game even though it can be a little tedious replaying stages. The levels all have a good amount of secrets to find, as well as branching paths and some neat obstacles to interact with. It’s a fine game, but it does feel just like the first DuckTales game. I appreciate games like DuckTales 2 that give you more of what you want. I know not everyone feels that way. Plus, it’s hard to recommend buying the game when it’s so expensive and is over so quickly. It’s worth a play any way you can manage it if you like DuckTales.

#78 – DuckTales 2 (Best Ending)

#78 – DuckTales 2

 
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

 
NOV
22
2017
0

#58 – Snow Brothers

This game is SNOW much fun!

These brothers slim down a bit during gameplay.

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

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

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

Always saving the princesses in these games, sheesh.

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

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

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

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

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

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

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

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

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

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

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

I’ll take the red speedup potion any day!

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

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

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

Snow Brothers features some pretty fun boss battles.

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

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

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

#58 – Snow Brothers

 
JUL
21
2017
0

#47 – Gargoyle’s Quest II

Every Gargoyle deserves an adventure.

The dark, foreboding music fits perfectly!

To Beat: Reach the Ending
Played: 3/9/17 – 3/17/17
Difficulty: 6/10
My Difficulty: 3/10
Video: Gargoyle’s Quest II Longplay

The concept of a spin-off in media makes a lot of sense. A spin-off can take a supporting character from an existing TV show or movie and give them their own story while giving the storytellers an already established base to work from. Spin-offs have naturally made their way into video games too. One notable example is the Wario Land series which started as a spin-off of the Game Boy game Super Mario Land 2: 6 Golden Coins. Wario was the villain of that game but became the protagonist in his own adventure. On the NES, there aren’t very many examples of spin-offs, but today I am going to cover one. The annoying “red devil” enemy from Ghosts ‘N Goblins gets not only an actual name, but also his own adventure in Gargoyle’s Quest II.

The Gargoyle’s Quest series originated on the Game Boy. All games in the series were developed and published by Capcom. Gargoyle’s Quest was initially released in Japan in May 1990. The US would get the game shortly thereafter in July 1990, and it also saw release in the UK in 1991. The game was popular enough to warrant a sequel that jumped platforms to the NES and Famicom. Gargoyle’s Quest II was named Red Arremer II in Japan, seeing release in July 1992. The US received Gargoyle’s Quest II in October 1992, and the European release was in June 1993. The NES game was also ported to the Game Boy in 1993 under the name Makaimura Gaiden: The Demon Darkness, though only in Japan. The third and final game in the series was named Demon’s Crest in both the US and Europe and Demon Blazer in Japan. This Super Famicom and SNES game was nearly released simultaneously in Japan and the US, coming in late October 1994 in Japan and early November 1994 in the US. The European release was also released last, launching in March 1995.

Gargoyle’s Quest II is a hybrid between a platformer and a top-down RPG. You play as the red devil Firebrand, who upon returning from training, finds his home has been wiped out by the mysterious Black Light. Firebrand sets off on a journey to solve this mystery and save the Ghoul Realm. The game initially looks and feels like an RPG. In this top-down view, you can explore towns, enter buildings, collect items, and talk to other ghouls to gain valuable information for your adventure. These towns and other areas in the game are all connected via a large overworld. However, all the action scenes take place in a side-scrolling view. Here you control Firebrand as you jump and fight your way through various stages of action gameplay.

The overworld ties the action sequences together.

During exploration, you can use the D-pad to travel in four directions. You’ll notice right away that Firebrand moves around very quickly in this view. He goes much quicker than the slow, plodding movement in other NES RPGs around this period. Use the A button to talk to other ghouls and interact with some objects. You will also use A to advance the text when talking. The Start button brings up the menu where you can choose from a few options. The Level menu item lets you view your current status. The Tool option lets you look at and choose certain quest items you will find. The Magic option lets you view and choose which attack you can use during the action sequences.

In the side-scrolling sections, use the Left and Right on the D-pad to walk around. Contrary to the other view, Firebrand moves slowly and deliberately. Press the A button to jump. If you press A again while in the air, Firebrand will flap his wings and hover for a short while. While hovering you can move left and right, allowing you to fly and cover much greater distances than just jumping alone. Press B to attack by spewing a small projectile. The Start button both pauses the action and brings up a sub-menu at the bottom of the screen where you can switch between attacks.

There are two mechanics in the side-scrolling areas that complement each other and form the basis for Firebrand’s movement. First is the hover ability briefly mentioned above. In the game, it is referred to as Wing Level. There is a large bar on screen that indicates how long Firebrand can hover in place, and it depletes quickly. When it runs out, Firebrand will fall, or you can choose to fall before it runs out by pressing A again. This wing stamina will restore to full strength as soon as Firebrand lands on solid ground or clings to the wall. This brings me to the second mechanic which is wall climbing. The Wing Level gives Firebrand extended horizontal movement while wall climbing gives him vertical movement. Thus, the levels extend in all directions to accommodate all his movement capabilities, as well as involving spikes and other such hazards in many places to keep Firebrand on course.

Climbing around spike-laden walls is required often.

There are a few items Firebrand can find during the side-scrolling levels. Hearts restore some of Firebrand’s health. There is a life meter on the status bar indicated by small hearts that show how many hits Firebrand can take. There are also red jars called vials that act as the game’s currency. Every now and then you can find a light-colored jar that will expand the maximum number of hearts.

Firebrand can expand his capabilities by items he acquires on the overworld. These are generally given to Firebrand after completion of certain stages or by talking to creatures. They are pretty weird items that slot into a few different categories. There are nail items that increase his Jump Level so that he can jump higher. There are wing items that increase his Wing Level which lets Firebrand hover for a longer time. There are armor items that increase Firebrand’s Life Level which gives him more hearts on his life meter. There are magic items that provide him new attacks. Finally, there are tools which are passive items that are needed to interact with certain characters to advance the story.

The magic items are the most interesting as they both give Firebrand new attacks as well as expand his capabilities in interesting ways. Firebrand starts with the Fire attack that launches a small projectile for attacking enemies. Next is the Buster attack that is a bit stronger than Fire but also can break blocks. The Tornado attack generates a small temporary platform that Firebrand can land on and restore his wing stamina. The Claw attack can form a protective surface against a wall of spikes, giving Firebrand a way to cling to them temporarily. There is also a final magic ability that is useful at the end of the game.

Creating your own platforms sure comes in handy!

I mentioned the vials earlier as the currency in the game. It turns out they are only used for one thing. There are certain creatures throughout the game that will allow you to exchange your vials for the Power of Maelstrom. It is the game’s fancy way of saying an extra life! They do come in handy for tricky areas. However, they get more expensive later in the game.

One more optional item you can find in the game is the Essence of Soulstream. To get it, you have to find two different items in the world and bring them to a person who can combine them into the Soulstream. This item can be used in the platforming levels from the menu. It can only be used once but it lets you restore your health all the way to the maximum. The best place it comes in handy is during one the boss fights that occurs at the end of some stages.

There are some ghouls on the overworld that will provide you with a password if you talk to them. Not only do you get the password, but you also set a checkpoint here that you will return to if you lose all your lives. The passwords are 16-digits, all 0-9, with a mandatory dash in the middle for readability. The passwords have just the right amount of complexity to save all your items and vials, yet they are not unwieldy to use.

Gargoyle’s Quest II has fun boss fights, including this difficult one.

I have played all the way through Gargoyle’s Quest II a few times before this run. Like many late NES Capcom games, it is pretty expensive at around $75 or so. This was one game I bought long before the prices skyrocketed. I had learned of this game in college and I decided to search it out on eBay. It may well be the game that got me to create my eBay account in the first place, I’m not sure. I found a copy for $6, and I even remember the seller was only 30 minutes away from me. I played through the game when I got it and I went back to it periodically over the years.

I’m not incredibly familiar with the game but I was able to work through it without a lot of trouble. The game takes several hours to play through the first time, and I can get through it in around two hours. I played it over three separate nights just due to time constraints. There was only one spot in the game where I lost all my lives and had to restart, but otherwise I think I played well. This is the kind of game where I normally would not record an entire longplay, but I was good enough at the game that I captured one this time. So, if you would like to see the game in its entirety, you may!

Gargoyle’s Quest II is a quality platformer that is fun to play. When you see the Capcom logo on an NES game, chances are it’s a good one and this game is no exception. It has detailed graphics, sprawling stages with good platforming, a haunting soundtrack, and a large overworld that ties it all together. There are only a few things I don’t like about the game. The overworld can be dull to traverse, and there is a bit of a difficulty spike early in the game where you need to cross over a fiery river. There is also some slowdown when many enemies are on the screen. Frankly those are minor complaints. The game is solid and I find it fun to play through every now and again. I’m glad I had the good sense to seek out this game many years ago!

#47 – Gargoyle’s Quest II

 
MAR
31
2017
2

#39 – Little Nemo: The Dream Master

What dreams are made of!

I usually listen to the good music for awhile here!

To Beat: Reach the ending
Played: 11/27/16
Difficulty: 7/10
My Difficulty: 5/10
Video: Little Nemo Longplay

There are quite a few games I have discovered in the NES library where I play it and immediately realize that I have been missing out for years. Little Nemo: The Dream Master is one of those games for me. I had most of the popular games growing up and many other good games, but there are so many games on the console that some end up being skipped. I am sure I had my opportunities to play the game much earlier since I was definitely aware of Little Nemo long before I played it. Either way, it’s better late than never! Little Nemo is a game that I really like and I am excited to tell you more about it today!

Little Nemo in Slumberland is a comic strip created in 1905 by an American cartoonist named Winsor McCay. It follows the story of Nemo and his adventurous dreams where each strip ends with Nemo waking up out of bed. The comic was published in the New York Herald until 1911 when McCay moved to the New York American. McCay was able to retain the rights to the characters and he brought Nemo to the American under the name In the Land of Wonderful Dreams from 1911 to 1914. In 1924, McCay returned to the Herald and revived Little Nemo in Slumberland until 1926 when it ended due to lack of popularity.

Little Nemo branched out into other forms of media over the years. A play was created in 1907 and another was created much more recently in 2012. There was a film made about McCay in 1911 that involved him creating animations of Little Nemo characters. There was an original opera performed in 2012. There have also been compilations of McCay’s original work, and McCay’s son even tried to bring back Little Nemo after his father’s death with lackluster results. However, the most notable work was the joint American-Japanese film named Little Nemo: Adventures in Slumberland. This 1989 movie serves as the basis for the NES game.

You know you’re in for a treat when one of the first things you see is a giant mushroom!

Little Nemo: The Dream Master was released on the NES in North America in September 1990. It was both developed and published by Capcom. The Famicom release, titled Pajamas Hero Nemo, was released a little later in December 1990, and the European NES release debuted in December 1991. The story of the game follows closely to the 1989 movie. Curiously, the film was not released in the US until 1992, two years after the NES game. Capcom also released a separate arcade platformer simply named Nemo in 1990.

Little Nemo: The Dream Master is a platformer game. You play Little Nemo as he is tasked by a messenger of the princess to rescue Slumberland and King Morpheus from the Nightmare King. Nemo must work his way through eight areas to beat the game and save Slumberland. True to the source comic strip, each area in the game is a separate dream with Nemo hopping into bed to start the level and being woken up by his mother after the level.

On his own, Nemo is not very powerful. He can move around reasonably well, including jumping and ducking, and he can throw pieces of candy. However, the candy can only temporarily stun enemies without dealing any damage. Nemo can feed certain animals three pieces of candy which causes them to fall asleep. He can then take a ride on the animal or sometimes actually become the animal, which gives Nemo the means to clear obstacles and fight enemies. You can press Select to switch back to regular Nemo and from there take control of a different animal if desired.

The Frog lets you make these tall jumps.

There are several animals in the game and each one provides Nemo a set of additional capabilities. For starters, each type of animal has a certain amount of health points that may vary from Nemo’s own health. Enemy attacks deal one point of damage to Nemo and he loses a life when he runs out of health. More important than health are the different animal abilities needed to properly explore the stages. For instance, in the first level Nemo can become a frog that can jump higher than Nemo to reach tall ledges, and he can defeat enemies by jumping on them. Later you come across a mole that lets Nemo dig underground to explore even more. Some animals can climb walls, some can swim or fly, some have useful attacks, and so on. You have to play around a bit to figure out what you can do with a new animal. If there is an obstacle in the level, then there is an animal nearby capable of tackling it. Therefore, the platformer has some puzzle elements to it where you need to track down different animals and experiment with their capabilities.

There are a few items that will help Nemo out. Small bottles restore a single point of health, and first aid kits restore all of Nemo’s health. There are 1up icons that give Nemo an extra life. Finally, the most important items in the game are keys. At the end of most levels there is a locked door with several keyholes next to it. To finish the level, you need to collect enough keys scattered throughout the stage in order to unlock all the keyholes. Unfortunately, you have to reach the end of the level first to see how many keys are required, and you are forced to backtrack if you come up short. Some of the keys are well hidden in alcoves and branching paths. You will need to master all of the creatures in the game and search high and low to meet the level requirements.

There are many different environments in the stages. The first level is a mushroom forest with giant mushroom mountains as well as caves to explore and waterfalls to climb. There is a jungle level, a sea level, and others. There is also an auto-scrolling train level thrown in there for something really different. There is always something new to explore and there is a lot of variety to keep things interesting.

What kind of toy house has crushers like this?

This is a bit of a spoiler, so jump ahead a paragraph if you don’t want to know. Toward the end of the game Nemo gets an actual weapon that he can use to take out the bad guys when he doesn’t have an animal helper. The difficulty gets significantly bumped up here in part by introducing boss battles. Not only do you have to get more used to controlling Nemo on his own, but you have this new weapon to figure out. It may seem like an unnecessary change in the game, but I find it quite a bit of fun.

Little Nemo is typically regarded as a difficult game, and to an extent I agree. The difficulty curve feels a little bit uneven with some levels more taxing than others, and then the game takes a significant bump up in challenge toward the end like I just mentioned. The game has infinite continues which limits the difficulty, however, the whole game is long and challenging enough where you may not be able to grind through it in a single sitting.

I didn’t own Little Nemo until much later in my NES collection, but I remember reading about the game quite a bit. I probably ended up emulating it first but only just to try it out for a bit. One of my good friends has a very small collection of NES games but Little Nemo is one of them, and he would tell me about how good the game is to play. That sold me on the game enough to seek it out. I don’t remember when or how I ended up getting my copy, but when I did I ended up playing through it shortly thereafter. I have played through it at least a couple of times before covering it now.

You can “bee” deadly if you must!

Despite my experience with the game, I don’t know it well enough to just breeze right through it. I remembered enough to beat the game in a single sitting, but not well enough to look good doing it. I recorded my playthrough but it is definitely not my best effort. I had to continue a few times, and I forgot some of the keys and had to go back and find them. Thankfully this blog is about finishing the games regardless of skill or style, so I’m satisfied with getting to the ending of the game.

I want to take a moment to praise the soundtrack. Capcom games tend to have really memorable music, and Little Nemo follows that trend. The soundtrack is often upbeat and I think it really captures that dreamy feel that should accompany a game like this. Some of my favorite tracks are right at the start, including the prologue, title screen, and Mushroom Forest theme. You can listen to all the songs at the VGMPF website.

Little Nemo: The Dream Master is one of those games that should be in any NES library. The graphics, music, and gameplay are all top-notch. There is quite the variety of animals, level layouts, and obstacles for a game of this length. Despite that fact that each animal behaves differently, the controls feel good and make sense all around. This is a title that is still affordable for any cart collector. The only negative I see is the uneven difficulty and the endgame challenge, but I welcome it so that’s not a problem for me at all. If somehow you missed playing this game like I once did, I would recommend giving it a try!

#39 – Little Nemo: The Dream Master

 
FEB
02
2016
0
TaleSpin Box Cover

#12 – TaleSpin

A cleverly named Disney cartoon becomes an intriguing NES shooter.

Let's go flying!

Let’s go flying!

To Beat: Reach the end credits
Played: 1/22/16 – 1/23/16
Difficulty: 4/10
My Difficulty: 3/10

Well that didn’t take long to reach another Disney-to-NES conversion courtesy of Capcom! Based on the animated Disney television series of the same name as part of The Disney Afternoon, TaleSpin is unique among its NES counterparts in that it’s not a platformer but an aerial adventure true to the cartoon series.

TaleSpin, the Disney animated series, had a 65-episode run all within a span of a year running from September 7, 1990 to August 8th, 1991. It tells the story of Baloo, a pilot for his freight service, and his navigator Kit as they aim to deliver goods while avoiding and fighting air pirates lead by Don Karnage and other foes that attempt to steal their cargo. I’m simplifying this as it’s a show I didn’t watch and I’m not familiar with it. The NES game was likely developed during the show’s initial run on TV since it was released in December 1991 after the final episode had already aired.

Make those shots count because you only start with one!

Make those shots count because you only start with one!

TaleSpin on NES is a horizontal scrolling shooter with a few interesting mechanics. You can fly Baloo in eight directions and fire bullets with the B button to attack enemies. If you press the A button, Baloo flips around and flies both backwards and upside-down causing the screen to scroll left instead of right. Not many autoscrolling shooters allow you to scroll both left and right at will – this is the only one that I’m aware of. Your only attack is the default shot but you can aim your shots diagonally if you shoot while moving up and down, so altogether you can fire in six directions. It’s an interesting mechanic and it makes sense since the plane banks up and down pretty severely as you fly. However it takes some getting used to and it will cause misfires. This mostly occurs because to fire straight you must not be moving vertically, so to properly aim at something straight ahead you must line yourself up and stop completely before shooting. The game will occasionally scroll vertically and in these parts the scrolling is forced with no backtracking like in the horizontal scrolling areas.

Along the way you will pick up money bags and cargo containers that look like little briefcases. Collecting these will give you money at the end of the stage that can be spent on upgrades for your plane, the Sea Duck. You can buy extra shots for your plane as well as a permanent speed increase and some armor to increase your total health. You can also buy extra lives and even extra continues if you need some additional tries. You start the game with three hearts for health but only one bullet on the screen at a time causing the game to be fairly challenging at the start as every shot counts. Buying an extra shot right away is crucial to help ease the later levels.

Extra shot purchased.  Good player!

Extra shot purchased. Good player!

Enemies when destroyed will occasionally drop fruit on a parachute and this is the only way to earn points during the levels. Some parts of the levels hide pickups and they are revealed if you shoot their hiding spots. These often appears in nooks in the stages or in corners and thankfully you don’t take damage from touching the walls so feel free to look to your heart’s content. Just make sure not to get pinched by the scrolling screen as that will cost you a life. The entrances to the bonus stage are also hidden and revealed when shot. In these areas you switch to Kit who rides on this air surfboard called an airfoil. You can pop balloons that reveal fruit and extra lives and you can really stock up on lives by hitting every bonus area.

There are eight levels in total and each level ends in a boss encounter. There are a variety of locales to journey through and some of them are interesting for a shooter such as a haunted house and a baseball stadium. The bosses tend to be fairly challenging particularly since the Sea Duck is a pretty big sprite with equally large hitbox, the bosses spray a fair amount of bullets and other moving parts around, and also because each boss has an invincibility period after taking a hit.

How many times do I have to tell you?  No flying inside the house!

How many times do I have to tell you? No flying inside the house!

Like I mentioned before I had not watched the cartoon basically at all, and in the same way I did not play TaleSpin on NES until adulthood. I think I bought my copy for $8 as part of a buy two get one free sale at my local game store. The game came up awhile back as part of the NA weekly contest as a high score challenge and I’m pretty sure I beat the game on either my first or second try at that time. I also got acquainted with the locations of the bonus areas back then because they are very point-heavy with all the fruit you can collect, so that experience helped me here too.

My playthrough of the game was fairly ordinary and unremarkable. I was very rusty at the start and I lost all my lives on the first level, but once I started it up again I was cruising through the levels with little trouble until I ran out of time that night and had to turn the game off. Starting over the next evening I beat the game with at least a dozen lives to spare and I didn’t need any continues to get the job done. There was one boss at the end of the fifth stage that gave me some trouble. It’s a crane with a wrecking ball that drops down on you and the boss shoots these bouncing shots so you are being attacked from above and below. It’s just about impossible to not take damage here. The only way I could beat it was to get there with full health and just sit in the middle constantly shooting it while avoiding attacks as best I could and taking advantage of my invincibility period to move to safety. I was able to beat it that way by attrition. With that in mind, here’s a hot tip for this boss! When doing some research for this post I found out that you can destroy the wrecking ball which completely takes out the attack from above. Look at me, I did it the hard way!

This boss is so hard with that wrecking ball intact.

This boss is so hard with that wrecking ball intact.

I had some trouble coming up with a difficulty for TaleSpin. The game isn’t exactly a cakewalk and it takes a few levels for the difficulty to ease up once you get some powerups under your belt. That was the way it went for me but once I got over that hurdle I thought the game was pretty easy. There are so many extra lives available not to mention continues I never had to touch. I decided to place the game just below average difficulty although I could be persuaded to slide the game up or down a notch.

TaleSpin is a solid experience from a good developer based on a quality Disney property, so it’s hard not to recommend the game. The mechanics are neat but they do require some practice and thoughtfulness that takes some time to get used to. Boss fights aside, TaleSpin isn’t all that memorable to me, but that’s not really a negative thing. With Capcom on NES you are pretty much assured of getting a good game no matter what and that is definitely the case here. My advice is if you decide to play TaleSpin, stick it out past the first level and buy that extra shot. I think you’ll have fun with it!

TaleSpin Ending Screen

#12 – TaleSpin

 
JAN
25
2016
0
DuckTales Box Cover

#10 – DuckTales

Jump, hop, and bounce your way all over the world, and make a fortune in the process!

DuckTales! A-woo-o-o-o-ooo!

To Beat: Reach the end credits
To Complete: Beat the game on Difficult setting with the best ending
My Goal: Complete the game
What I Did: Completed the game
Played: 1/10/16 – 1/13/16
Difficulty: 4/10
My Difficulty: 3/10

The world of Disney and its many franchise characters have held a place in the public consciousness for nearly 100 years. In the late 1980s and 1990s, Disney would have a prolonged period of success in both feature films and animated TV series which just so happens to coincide nicely with the NES era. It’s no surprise then that Disney and Nintendo would converge into something special, and perhaps there is no better proof of that than DuckTales on NES.

DuckTales, the animated TV series, ran from 1987-1990 and spanned 100 episodes over either three or four seasons depending on how you want to slice it. The series centers on Scrooge McDuck, the richest duck in the world, and his three grandnephews Huey, Dewey, and Louis in their various adventures which often revolve around either obtaining more treasure or protecting his wealth from the bad guys. The series was the first Disney cartoon produced solely for syndication and that approach paved the way for other Disney daytime cartoon series to follow suit in the following years.

Whoa!  I didn't know this could be so risqué!

Whoa! I didn’t know this could be so risqué!

DuckTales on NES, however, was not the first Disney property to appear on the console. That honor belongs to Mickey Mousecapade. Capcom published Mickey Mousecapade but the game was actually developed by Hudson. Starting with DuckTales, Capcom developed the rest of their Disney-published games themselves, and all of these titles are widely recognized as fun games for the console. Many members of the team that created Mega Man would go on to work on DuckTales.

DuckTales is a side-scrolling platformer game where you take on the role of Scrooge McDuck as he goes off on a worldwide (and briefly interstellar) treasure hunt. The main feature of the game is Scrooge’s cane which is primarily used as a pogo stick. Holding down and B while in the air deploys the pogo stick allowing Scrooge to bounce higher than a standard jump, defeat enemies, and traverse hazards that would damage Scrooge when touched directly. There are five levels to start with and each level can be chosen to play in almost any order. Each level is open ended and contains branching paths, hidden secrets, and a boss fight at the end. The object of the game is to complete the levels while amassing as much treasure as you can find.

Let’s look at each level in a bit more detail:

The Amazon: This is a pretty straightforward level. Cross through the jungle, optionally go underground, and then climb up through some ruins. The middle portion of the level can be bothersome as there are bees that fly in a sine wave that spawn where they are likely to knock you right into a pit. Toward the end of the level there is a requirement to pay money to spawn a platform needed to proceed, but if you are an intrepid adventurer you can skip it without needing to pay, as I did when I played!

A good place to practice dealing with the bees

A good place to practice dealing with the bees

Transylvania: This is the most maze-like level in the game. There are a few branching paths as well as mirrors that teleport you around the level. There is also a hint that points out an “illusion” wall, and all that means is there is a fake wall you can walk through to proceed forward. There is also a mine-cart section hidden away in this level where you just ride along and jump out right before you hurdle into a pit!

Dem bones, dem bones gonna walk around.

Dem bones, dem bones gonna walk around.

African Mines: The first time you enter this level you get booted out pretty quickly because you need a key from Transylvania to proceed, so the game sends you back there to search out the key. Once you get that, you’ll find a level that is mostly linear. Hidden in this level is one of two hidden treasures that really boosts Scrooge’s money count, and there is also a huge shortcut that will allow you to skip most of the stage. Otherwise, there are a couple of tricky portions you will have to contend with.

It's a bad time to forget swimwear.

It’s a bad time to forget swimwear.

Himalayas: This level starts out above ground under complete snow cover and if you try to pogo into the snow you will briefly get stuck. Pretty clever! The middle part of the level takes place underground with lots of spiders that zip down to hit you when you attempt to pass. This level has a lot of places where you could fall and die which makes this level a bit more difficult than the rest.

Oh Scrooge what have you gotten yourself into!

Oh Scrooge what have you gotten yourself into!

The Moon: This level starts off on the surface and there is an alien spaceship that you must explore to find a couple of items that more or less amount to keys needed to reach the ending stretch. Okay, one of the items is literally a key, and the other is a remote control. It’s more interesting than I’m making it out to be. I would be completely remiss if I didn’t mention the iconic music track that plays throughout the stage. This song always seems to come up in any discussion around the best NES music and I can’t argue with that as it’s one of my favorite game tunes as well. I particularly like this arrangement of the song!

Good music helps distract from all of the danger!

Good music helps distract from all of the danger!

When all five stages are finished, the last stage opens up which unfortunately is yet another trip to Transylvania with a different boss at the end. This is the biggest letdown in the game but it’s really the only glaring negative thing about it either.

I have to admit that I have never really watched DuckTales much on TV and I also do not have much history with the game either. This is one of those games that I was aware of but never owned and I didn’t bother going out of my way to get it. When I really started collecting NES again for good, DuckTales may have been the most significant omission in my collection at that time considering the quality and recognition of the game as well as the relatively cheap price. I ended up buying my copy at my local game store for $10 which was a price I couldn’t pass up. The game would later come up as part of the Nintendo Age weekly contest that I participate in and that’s when I really spent some time getting acquainted with the game.

Even though I haven’t played that much of DuckTales compared to the other games I’ve played so far, I do have a personal story about it. Back in 2009, my best friend lived a few hours away and I would go up with some friends to spend the weekend at his duplex every now and then. One of the activities we came up with was racing random NES games on our laptops to see who could beat the game the fastest. We did this maybe three or four times and one of the games we did was DuckTales. From what I remember I won every race we did except for DuckTales. I chalk that up to my inexperience with the game relative to my friends. I think now I could perform way better!

So many spikes!

So many spikes!

At this point DuckTales is a pretty straightforward game for me, even on the Difficult setting. The only difference I see between difficulties are the types of item drops you get from the chests. The endings are not dependent on the difficulty settings anyway. The endings are determined by the amount of money you have at the end of the game and you need $10 million to achieve the best ending. I took my time and explored everything I could remember but I only ended up with $9.5 million. There is a bit of a trick to getting more money that I ignored. In most levels you can find Launchpad and if you talk to him you have the option of leaving the level to choose a different stage. If you do that, you get to keep all the treasure you found and the level resets completely so that next time you can collect all of the money again. Doing this at every opportunity makes it easy to reach the $10 million mark.

So, back to the drawing board. My second attempt went much smoother but it ultimately ended in disaster. I fell victim to an undocumented feature. Huh? It’s not listed in the manual but there is a way to refill your health in case it is running low. When the game is paused, pressing Select refills your health but it costs $3 million. I accidentally pressed Select when trying to unpause the game and I spent that precious money. I was on The Moon which was the 5th level I was playing and I had no opportunity to grind out enough money after that to eclipse the $10 million mark. Another attempt gone to waste!

I didn't completely run out of money like this but you get the idea.

I didn’t completely run out of money like this but you get the idea.

My third attempt was more or less the ideal run. There are some other ways to squeeze even more money out of a run, but I ended up with more than enough money to get the best ending. I was feeling pretty good so I decided just for fun to make one attempt at getting the bad ending. Yes, DuckTales has a bad ending and it is quite difficult to pull off. You need to finish the game with no money at all. This seems impossible since beating each boss gives you an unskippable treasure that adds $1 million to your score. However, with some creative money collecting and spending all of it on health refills, the game can be finished with Scrooge completely broke. Now the typical way to do it is to not grab any money at all except for the boss treasures and one of the two large hidden treasures. That leaves Scrooge with $6 million that can be spent on two health refills. The downside is that each level needs to be played perfectly and each level must end with less than 10 seconds remaining on the clock because every 10 seconds turns into $1000 at the end of the stage. With that method there is perfect playing combined with a lot of waiting, so I chose a different strategy. I played the game normally and had my money set up to be close to $6 million right before the boss of the last regular stage. From there I would time the treasure grab after the boss is defeated so that I would end with the exact amount I need. I had it all set up and it would have worked out, except that I died at The Moon boss on my last life. I guess I should have paid more attention to grabbing extra lives along the way!

DuckTales was remade in 2013 by Wayforward as DuckTales Remastered. Now I have no experience with the remake at all, but it came out on a bunch of platforms and I’m sure I will spend some time with eventually. I bring it up because it has an interesting tie back to the NES. Capcom sent out some promotional material for the release of DuckTales Remastered consisting of a lunchbox with promotional paperwork inside along with a gold DuckTales NES cartridge. It’s not just some kind of showpiece but rather an actual working copy of the game. There were only 150 made so they are hard to come by and expensive, and it makes for some interesting discussion among NES collectors whether or not this game is an official release.

Simply beautiful

Simply beautiful

DuckTales on NES is really a charming, fun game that looks to be relevant to the source material. It was a great cartoon series and an equally great game. It is also coming back to relevancy. Not only did it receive a recent remake, but also there is a new DuckTales animated series in production slated for a debut sometime in 2017. I suppose the saying is true that everyday they’re out there making DuckTales!

With DuckTales completed, I have now finished the first ten games of Take On The NES Library! Hooray! Now the real fun will begin as the project shifts from games I specifically chose to games that are chosen at random. If you want to know more about how I designed my master list, check out my Methodology page that explains the overall selection in far too great of detail. My list has been set for many months but by now I have mostly forgotten where certain games reside in the list. I’m excited to start jumping into the unknown. The blog posts may take a different tone for games I haven’t played. This is always a work in progress and I hope you’ll stick around to see where we go from here!

DuckTales - Best Ending

DuckTales – Best Ending

#10 - DuckTales

#10 – DuckTales

 
DEC
04
2015
0
Mega Man Box Cover

#4 – Mega Man

Despite the iconic horrendous box art, Mega Man is a true classic even if it’s a little rough around the edges.

Mega Man Title Screen

Simple and quiet!

To Beat: Reach the ending credits
My Goal: Beat the game without Game Over
What I Did: Beat the game without Game Over
Played: 12/3/15
Difficulty: 7/10
My Difficulty: 3/10

Like many other popular long-running game series, Mega Man got its start on the NES. The series would become a behemoth spanning over 100 games across multiple consoles for almost 30 years, including six installments on the NES alone. Mega Man to date is just barely hanging on to life which is a huge shame, but for now we will look back to brighter days with the game that started it all.

Mega Man was born out of an effort from its developer, Capcom, to make a game specifically for the home console market. Capcom to this point was primarily developing arcade titles and their NES efforts were all ports of existing arcade games. Mega Man was the sixth NES release for Capcom so they were pretty busy churning out these ports to this point. By making an original game the development team was able to create a gameplay style that caters to home play. This led to the decision of having the first set of levels available to the player to play in any order they choose. Mega Man is believed to be the first game to utilize a non-linear level selection.

You decide!

Mega Man is a run and gun style platformer. The game starts out with a choice of six different levels highlighted by the Robot Master boss at the end of the stage. Mega Man starts out with just a basic shot but upon defeating each boss Mega Man gains that robot master’s weapon and adds it to his arsenal. So Mega Man gets stronger as you go and he develops quite the repertoire. These additional weapons prove to be extra useful because each boss has a weakness to a particular weapon and it is up to you to figure out how to exploit that weakness and turn the tables to your advantage. Think paper-rock-scissors on a bigger scale. Once all the robot masters are taken out and Mega Man is fully powered up, you then take on a series of final stages as the ultimate test. This formula is very well known and spans all of the mainline Mega Man titles.

Mega Man also collects some powerups along the way to help out. His special weapons each have an individual gauge that indicates how much juice is left for the particular weapon. You can collect weapon energy refills to recharge the weapon of your choice simply by equipping the weapon before grabbing the refill. There are also health drops, tiny orbs for points, and extra lives in the shape of Mega Man’s head. A little morbid, perhaps, but that smiling severed head brings a lot of joy whenever you find one! There is also a bonus Magnet Beam upgrade that must be found and collected. This isn’t a weapon but it is equipped and used like a weapon. It allows Mega Man to shoot his own custom temporary platform that can be used to cross gaps or climb up larger walls that are unable to be scaled alone. This item is mandatory to complete the game but if you miss it you can go back to previously beaten stages to find it.

Noooo not my extra head!

Let’s take a look at each robot master and his stage in a bit more detail.

Cut Man: The stage is pretty generic but briefly features some kind of machine that chucks out falling blades constantly. Cut Man throws a Rolling Cutter, which is a blade that is thrown straight and then arches upward before returning to Cut Man. When defeated, Mega Man earns the Rolling Cutter which behaves exactly the same way.

I’m not sure scissors will be all that effective here.

Guts Man: One annoying feature of this stage is a moving platform carried on a wire. The wire has breaks it in so when the platform runs over them it collapses until it moves back across the stable part of the wire again. You are required to time your jumps so you can land back on the platform when it becomes available again. This obstacle appears right at the beginning of the stage and it’s tough to navigate. At the boss fight, Guts Man hops around shaking the ground which stuns Mega Man. Occasionally a large block will fall from the ceiling that Guts Man will grab and immediately throw at Mega Man. When defeated, Mega Man receives the Super Arm which allows him to grab certain blocks off of the ground to then throw as a weapon and optionally clear the path forward.

I get knocked down, but I get up again…

Elec Man: This is mostly a vertical stage that features embedded turrets that fire off timed horizontal beams of electricity. There is also an enemy that fires electricity shots fitting the theme. This level also features the disappearing/reappearing block gimmick that is present in pretty much every single Mega Man game afterward. During the boss fight, Elec Man tosses out Thunder Beams which are huge arcs of electricity that are as tall as Mega Man. When defeated, Mega Man receives the Thunder Beam for himself, which not only launches forward but also splits off two shots vertically.

This almost seems unfair!

Ice Man: Well this is an ice level, which means slippery ground all over for Mega Man. Not only that, but it also has a couple screens of the reappearing/disappearing blocks, and it features an even worse gimmick than that. Toward the end of the level there is a huge gap that Mega Man must cross along the back of these floating platforms. The platforms are pure evil. They randomly ascend and descend as they move back and forth, but they also shoot bullets out of either side that will certainly knock Mega Man off to his untimely death. Generally the Magnet Beam is used here to skip it outright. Ice Man jumps and fires off his Ice Slasher that Mega Man must dodge through the small gaps between shots. When defeated, Mega Man receives the Ice Slasher that shoots straight but freezes enemies in his path.

Wow so many projectiles!

Fire Man: This level has quite a few fire and flame related gimmicks in it. Most notably are the pillars of fire that slide up and down. Mega Man can freeze these with the Ice Slasher and jump on top of them to get by safely. There are also fire cannons akin to the electricity shooters in Elec Man’s stage and there is one screen with fireballs that zip along a path that Mega Man must time extremely well to get through unscathed. Fire Man launches the Fire Storm which is a tall fire shot that leaves a damaging flame behind right underneath where Mega Man is standing. When defeated, Mega Man earns the Fire Storm which features a smaller straight shot but also generates a fireball that briefly and quickly spins around Mega Man for extra damage to enemies in very close proximity.

Fight fire with ice! Makes sense!

Bomb Man: This is a generic and uninspiring stage compared to the others. The only bomb-related gimmick is an enemy that explodes when shot causing damage Mega Man if he is too close. This level does introduce the Sniper Joe enemy that will reoccur in many future titles. Bomb Man hops all around the screen and tosses out Hyper Bombs that leave that same wide explosion radius as the aforementioned enemy. When defeated, Mega Man gets the Hyper Bomb that when thrown bounces to a brief stop before it explodes.

Is he throwing a bomb or jump kicking?

To find out more about what happens after each of the robot masters are defeated, well, play it for yourself and find out! 🙂 I don’t want to give everything away!

The Mega Man series has always been a favorite of mine and I have owned all six NES releases since way before I started collecting NES. This was good for me since all the games now are highly sought after and will cost some money to acquire. Back in the 90s when NES games were cheap the first game was still a little bit difficult to find. I think my original copy was bought from a video store. This game may very well be the most difficult of the NES releases in part because of the lack of password option that is available in later releases. Even though there are fewer stages I believe they are harder individually to make up for it. This was a common tactic anyway to extend the time spent on the game until gaining the ability to finish it for yourself.

It has been quite awhile since I’ve played through Mega Man but it sure didn’t seem that way. I had an awesome run. The only times I got in trouble were during moving platform sections, namely in Guts Man’s stage, Ice Man’s stage, and the first Wily stage. Other than that I died a few times elsewhere, maybe 7 or 8 times altogether, but the game was very generous with extra lives and I kept pace with what I lost all throughout the game. This might be the first time I’ve beaten the game without continuing. I believe the game is quite a bit more difficult than I made it out to be.

This part is seriously hard and then they add flying penguins!

There is a reason why Mega Man is blue that I just learned while researching this game. It has to do with the NES color palette. There are 64 pre-defined colors that can be used in any NES game. Now many of them are indistinguishable shades of black, but interestingly the most used color is blue. Nearly a quarter of the NES color palette is just different shades of blue. So for this reason, a blue Mega Man could have more detail and that was the direction the development team chose.

Each NES Mega Man game has some kind of tweak to it that sets it apart somewhat from all the others. Mega Man is the only game in the NES series to feature six robot masters instead of eight. The scoring system present here was never used again in the series, and as I mentioned above, it is the only game in the series without a password feature. The series takes quite a step forward in the second installment and it leaves the first game feeling just a bit unpolished and rough. Just my opinion!

Mega Man is a perfectly fine standalone game that paved the way for the series to take off in popularity just a few years later. You know a game does something right when other games copy it in some way so that makes Mega Man a groundbreaking game for its time. The series only gets better from here!

Mega Man Ending Screen

#4 – Mega Man

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