Take on the NES Library

An 8-bit Extravaganza!

crab

MAY
07
2018
0

#74 – Sqoon

Who needs a yellow submarine when you can pilot a pink one?

One of the busiest title screens ever.

To Beat: Finish Phase 8
What I Did: Completed two loops
Played: 2/19/18 – 2/23/18
Difficulty: 6/10
My Difficulty: 6/10
My Video: Sqoon Longplay

This is not the first case in this project where I play a game that is linked to something else that I recently finished. However, this particular connection might be the most esoteric. What could Chubby Cherub and Sqoon have in common? After all, they are in different genres and created by different developers. I mentioned in my Chubby Cherub review that it is one of the few NES games that is exclusively in the 5-screw form factor, and Sqoon is another one. There’s only a handful of games like that, and here we have two of them nearly back to back. I find these nearby relationships fascinating even if it is purely meaningless. Allow me then to make another comparison. Even though Chubby Cherub is an early platformer and Sqoon is an early shoot-em-up, both games have some interesting ideas for their respective genres that don’t resurface very often.

Sqoon, pronounced “skoon,” is an original Famicom game released in Japan in June 1986. It was developed by Home Data and published by Irem. The NES version came out in North America in September 1987. It was not released elsewhere. Most of Home Data’s games stayed in Japan and therefore they are not well known outside of their home country. They made several Mahjong games as well as a baseball series named Koshien. Irem has a surprisingly small presence on NES, publishing only four games on the console.

Sqoon is a side-scrolling underwater shoot-em-up with a deeper back story than I expected. The inhabitants of Neptune, aptly named the Neptunians, are facing a planetary crisis. They are an underwater race, but meteorites are destroying their land and they are losing their food, Man-ham livestock. That’s their name for humans, I suppose. (I know it’s weird but it’s in the manual!) They hatched a plan to invade Earth where they will be able to find plenty of food. When they arrived, they melted the ice caps and flooded the world. Earth’s only hope for survival is the pirate Narikeen and his trusty submarine named Sqoon. A desperate plea was just barely enough to entice Narikeen to defeat all the Neptunians and save the Earth.

The shrill warning noises add to the story for sure.

To beat the game, you must pilot the submarine through eight phases. Each one represents a location on Earth that you must secure from the Neptunians. You begin in New York and kind of circumnavigate the globe, ending at the North Pole. Unfortunately, Sqoon doesn’t have an ending, but if you can complete all eight phases and loop back to the beginning, that is good enough.

Sqoon has simple controls. You use the D-pad to move in all eight directions. You are limited to traveling underwater only, but this takes up most of the screen so you have a lot of room to work with. The A button fires your missiles. This is the default, straight-shooting weapon, and you can have several missiles on screen at once. The B button fires your ice ball gun. This shot arcs downward and is useful for taking out ground targets. You have unlimited shots of both weapons and you will be doing a whole lot of button mashing in Sqoon. The ice ball gun is a little harder to use and you can only have one ice ball on screen at a time, but some enemies can only be destroyed by it. The Start button pauses the action. When paused, the game plays a different song instead of silence like in most other games.

The primary mechanic to Sqoon is the fuel system. You begin with 60 units of fuel as indicated on the lower left of the screen. Fuel is consumed quickly, but there are a couple of ways to refuel. The main method is to get a fuel drop from the motorized island that can appear on the surface. You have to exchange either nine humans or one human plus a piece of gold to get a drop. There are pods on the ocean floor that hold humans and you can release them if you strike it with an ice ball. The people will spread out and you can collect them into your submarine. An indicator will briefly appear next to your sub showing how many people you have inside. Gold comes from the recurring crab also on the ocean floor. Bop him with an ice ball, and he will jump backward and turn into a gold piece. You can then grab it but you must be quick. He will turn back into a crab if you leave him alone too long and he is deadly to the touch. Once you meet either requirement, the island will appear above you. Navigate to the surface and mash the B button to drop off gold or people and get your reward. The other way to refuel is to take a death, either by colliding with an enemy or running out of fuel. Naturally, you want to avoid this if you want to get far in this game.

Save the helpless people!

By taking nine people to the motorized island, your fuel drop also doubles as a weapon powerup for your missiles. The default missile is the horizon missile. Grab one weapon powerup to turn that into the Bow-wow missile, and grab another one to turn that into the Adenoid missile. The horizon missile is consumed whenever it hits an enemy. The Bow-wow missile has the same straight trajectory but a single missile can defeat many enemies in a row. The Adenoid missile is a narrow three-way shot that has piercing bullets like the Bow-wow missile. The one bad thing with the Adenoid missile is that you can only fire one shot at a time, though it is powerful enough to still be useful under that limitation. If you lose a life, you go back one weapon, as well as lose any people you have saved up to that point.

There are a bunch of different underwater enemies in this game. There are fish, snails, shrimp, shells, and frogs, just to name a few. Despite the graphical variety, they use just a few distinct movement patterns. The most common movement is a loop-de-loop. It’s really an annoying pattern to deal with, but since you see it so often you eventually get used to it. Other patterns are more typical like a zig-zag or coming at you in a straight line. A few enemy types stand out. Sharks are non-lethal to Sqoon, but they will eat people floating around. Tall, pointy shells emerge from the ground and move straight up. These are indestructible and just get in the way. There are also minefields of little bobbing mines that you can take out with the ice ball gun for 1000 points each.

The levels themselves are quite plain. Each Phase begins with a cityscape in the back. It’s not super nice looking but pretty well detailed for such an early title. You will regularly pass by factories. These are large structures that have a lot of moving parts to them. Those parts can be destroyed with a direct hit of your ice ball gun. They also have at least one pod that releases humans. Near the end of the phase, you pass through a minefield as mentioned above. Then, unless you are in Phase 1, you reach the enemy base. Here the scrolling stops for a little while and you have to fend off swarms of enemies. It’s not mandatory to take out parts of the base but I always do. Other than these events, the rest of the levels are just plain backgrounds and are only distinguished by enemy patterns and the layout of the occasional ground factories.

The cities are about the only background decoration.

The very first enemy in each stage is a special one. It’s a sea slug sitting on the ocean floor. You can hit it with an ice ball for 200 points, but it doesn’t die. You have to hit it on the back of the slug for this to work, but if you hit it exactly ten times it will transform into a necklace. Grab this necklace to get an extra life. If you hit the necklace with the ice ball gun it turns back into the slug. It’s nice to find this extra life every stage. There are also extra lives of various shapes that you can find in the game. Usually they are near the city at the start of the phase but sometimes appear elsewhere. What is special about the necklace is that you can trigger a weird event with it. If you have the necklace and can defeat an entire factory without dying, it turns the whole background to one solid, bright color. Play continues as normal except you don’t use any fuel during this time. It all feels like a glitch but it appears to be intentional. The screen eventually goes back to normal and you start consuming fuel again.

This was my first time beating Sqoon. I had played it once before in 2015 as part of the Nintendo Age contest. Looking back, I must not have had time to play that week because I didn’t get past Phase 2. Sqoon is an uncommon cart, but I have had two copies. I bought one at a nearby game store for either $10 or $12 sometime in 2014, and then I bought another copy online for around $30 in early 2015. Sqoon has an unusually fragile label. I picked up the second copy sight unseen in hope of a label upgrade and it wasn’t any better. The one I kept has a large rip in one of the corners. Either way, it was a good value buy. Sqoon has similar selling characteristics as Chubby Cherub. A loose cart sells for around $75 now, but the box and manual are even more hard to come by and are much more expensive. While values can be fluid, expect to pay $250 or higher for a complete copy. If I really want a label upgrade down the road, then I’ll have to pay for it.

These shelled enemies are awful.

It took me just a few days to beat Sqoon. It’s a tough game, but it seems like it gets easier more quickly than other games like this. The hurdles are coping with the enemy patterns, acquiring the items, and constantly staying refueled. A lot of enemies can simply be avoided, and once you get the hang of adding fuel you will always be prepared for your next drop well ahead of time. The middle levels seem to pose the biggest threat. There is a shelled enemy that shows up here which takes many hits to beat and has that curly movement pattern. There are enough extra lives in the game to keep afloat (sorry) and I can survive a few deaths in the harder sections and still be okay. The fuel recovery loop clicked with me at the same time I figured out the secret to getting the pendant from the slug.

Once you get the hang of the game, seeing it through to the end is a slog. It’s a slow scrolling game and some of the levels drag on a lot longer than they should. There’s not much variety throughout the game. It’s fun for a little while, but it grows old. The only other thing out of the ordinary in Sqoon appears at the end of the seventh phase. After passing the base, the screen switches over to a message from the Neptunians indicating that reinforcements are on their way. It’s jarring when it shows up so unexpectedly, but then you don’t get any other message when you finish the final phase.

When I first beat the game, I wasn’t recording anything. I left my NES on throughout the day and chipped away at the game. I played through the second loop, which only consisted of a few minor graphical changes. I took a peek at the NES Ending FAQ and the author indicated you get a special message near the end of the third loop. I completed that, but I didn’t see anything different. I went as far as to examine the ROM on my computer and look for text to see there were any other messages in-game. I was able to locate all the main text within the game, but nothing else. Perhaps this secret message is embedded into the background tiles somehow, instead of using the normal letter tiles that are used for all other text. I couldn’t find any other evidence online of anything in Sqoon past the second loop. In my opinion, completing one loop of Sqoon is good enough. I played through two loops in my longplay video just to show off the minor differences.

You want to collect the necklace at every opportunity.

There’s one more bit of trivia about the Famicom version of Sqoon. Famicom carts are interesting in that they come in various shapes, sizes, and colors. One notable trait of Irem’s early games is the inclusion of a red LED light on the front of the cart that lights up when the game is turned on. The Famicom is a top-loading console and lacks any power light like the NES has, so this was a neat little feature. I assume it became too expensive to include the LED on the carts, so later printings of Irem’s games do not have the LED. The non-LED Sqoon variant is harder to come by and therefore more valuable to collectors. I bet you thought I couldn’t come up with anything more obscure than NES cart variants.

Sqoon is a pretty good NES game for its time. It has many enemies with complicated patterns, and some interesting mechanics that don’t appear often in shooters. The graphics aren’t great by today’s standards, but they are suitable and have some nice detail under the early limitations of NES carts. The music is nice. The gameplay does suffer a bit in its hit detection with the ice balls, but it is something you can compensate for with some experience. I’d say it is one of the weaker NES shooters overall. It’s okay to pass on it, especially if you insist on having an expensive hard copy.

#74 – Sqoon

 
MAR
09
2018
0

#68 – Super Team Games

Great, another exhausting Power Pad game!

Some balloons burst to get you started.

To Beat: Win all four events in single player
To Complete: Win all events on the highest difficulty
What I Did: Beat all events on the lowest difficulty
Played: 12/21/17 – 12/28/17
Difficulty: 7/10
My Difficulty: 7/10
Video: Super Team Games – All Events

Another Power Pad game already? I just finished World Class Track Meet not even a week before this. There are only a handful of Power Pad games that reached the NES, and it is just dumb luck that we get two such games almost back to back. This may have been a good thing here since my Power Pad muscle memory from the previous game carried over to this one. I needed that because Super Team Games is significantly more challenging than World Class Track Meet.

Super Team Games was developed by Sonata (who would later become Human Entertainment) for release in Japan in November 1987. It was originally published by Bandai, and it was the seventh game in their Family Trainer series. Nintendo published the NES release in November 1988, branded as a Power Pad game. It did not include any Family Trainer or Family Fun Fitness branding, just like World Class Track Meet. This was the final game of the Famicom’s Family Trainer series to reach North America.

Super Team Games is a running race game where you compete in different types of events and try to beat your opponent. There are several smaller events that are arranged into larger obstacle courses. There are several different modes for single player, two players, and two teams of players. Since multiplayer modes are competitions against each other, only the single player modes count for beating Super Team Games. There are four different obstacle courses in single player mode, and when you win all of them you have won the game.

You gotta start jumping pretty early.

This Power Pad game uses Side B, which contains blue buttons on the left and red buttons on the right, all individually numbered from 1 to 12. In single player, we are only concerned with the blue buttons. The top row buttons are 1 and 2, the middle row buttons are 5 and 6, and the bottom row buttons are 9 and 10. Multiplayer games use the red buttons, so just add two to each button number to get the same mappings for the second player.

The menu controls are the same as World Class Track Meet. On the title screen, press Select to move the cursor and press Start to go to name entry. In the tournament mode, you first select how many teams you want between three and six. Use the D-Pad to move the cursor at the bottom and press Select to lock in your choice. You then move to name entry which is identical for all modes. The blinking cursor at the top part of the screen determines which character in the name you want to choose, and you move that cursor by pressing B to move it left and A to move it right. Use the D-Pad to move the letter selection cursor at the bottom part of the screen. Press Select to write the selected character in the name field. When all names have been entered, press Start to begin.

Now you move to the event screen. There are flags displayed with the names of all the events. Press Select to choose the event and press Start. In 1 Player and 2 Player modes, the events are Super Obstacle Course, Obstacle Course A, Obstacle Course B, and Skateboard Race. The 2 Team Play and Tournament mode events are 6 Legged Race, Tug of War, and Relay Race. More on these modes later. The next screen is the versus screen showing who is competing in the race. If you are playing Tournament mode, you will see a screen in between showing the bracket setup. In single player, the versus screen lets you decide which computer character you want to race against. Press Select to choose from either Ollie, Jimmy, or Jack, and press Start to go to the race. Ollie is easy mode, Jimmy is medium difficulty, and Jack is the fastest.

What lovely flags!

The gameplay screen has the same structure in all events. The left runner, designed as the White team, is displayed on the top part of the screen and the right runner, or Red team, is below. At the bottom of the screen is a minimap that shows how far each player or team has reached in the current race. You also see times for each runner. This timer freezes briefly during checkpoints so you get a better glimpse of how you are doing as you compete. To begin the race, all active participants must be standing on the Power Pad in their designated spots. For single player, stand on 5 and 6. A whistle is blown and soon the referee fires the starting gun.

Let’s look at each of the events first. Then I will explain how they combine into the different courses.

The Log Hop is exactly how it sounds; you run and jump over stationary logs. This introduces the standard controls that apply to many events in the game. Run on 5 and 6 in the middle row to move forward. Take a step back and run on 9 and 10 to back up a little bit if you need to. You can run right up to the log and then jump in the air so that your character jumps as well. The logs are medium height so they aren’t too tough to jump over. You can even land on top of the log and run right off.

No, you can’t run around the ball.

The Belly Bump Ball has the same controls as the Log Hop. Here a giant beach ball is in the middle of the track and you have to bump it forward by running into it. The faster you run into it, the farther down the track it goes. Ideally you want to get into a good rhythm of bouncing it far ahead and then running fast to knock the ball ahead again. If you come at it slow, the ball won’t go very far and then you don’t have the distance necessary to build up speed unless you take a few steps back and give yourself some running room.

Water Cross is similar to the Log Hop. There are pools of water on the track that you want to jump completely over if you can. Run up to the edge and jump to hopefully get across. More than likely you will fall into the water. You can swim by running on 5 and 6, but you will cross very slowly and use up a lot of time.

In the Crab Walk, I guess you wear a crab outfit? It’s weird. You want to put your left foot on the 1 and your right foot on the 9 and then run in place to inch ahead. It’s different than the other events since your feet are much further apart. I could move forward but really couldn’t get the hang of this one like I should have.

The Wall Jump is exactly like the Log Hop. The walls are thin and much taller than the logs. You really need to jump high to get to the top of the wall. Not only that, but there are two different heights of walls just to make things more exhausting.

This is a very sturdy bubble.

In Bubble Run, you first approach an air pump and must blow up your bubble. Hit 1 and 2 in the first row to inflate your balloon. The manual says to hit the buttons with your hands, which makes sense since you are working an air pump. You can run on it if you want, but my legs needed a break! Once the bubble is filled, then run on 5 and 6 and take the bubble to the end.

These are all the basic events that combine to form the larger events that you choose from the menu before play. In the Super Obstacle Course, you run all six of the above events in that exact order. In Obstacle Course A, you do the Log Hop, Water Cross, and Wall Jump, and in Obstacle Course B you do the Belly Bump Ball, Crab Walk, and Bubble Run. The Relay Race in the team play modes is the same as the Super Obstacle Course. Instead of running the whole thing alone, you pass the baton and substitute team members after each pair of events.

That’s not all! There are also three other unique special events:

The Skateboard Race is for one or two players. In this mode you don’t have to run, which is quite the relief! Your front foot position will either be on the 5 or 6, and your back foot position is either 9 or 10. First, stand on 5 and 6 to start with the whistle blow, then put your front foot on 5 and your back foot on 9. I like to face right while on the mat. This will position you in the top row in your course. Move your front foot to the 6 and then move your back foot to the 10 to move your character to the bottom row in the course. You can switch positions one step at a time to slide your skateboarder. You may rhythmically step between positions to slalom and that lets you move faster down the course. You also need to sidestep to dodge obstacles on the course. Some obstacles block both lanes and you must jump to get past them. If it sounds complicated, I’m sure you will get it once you finish the course once or twice.

Try to weave around the obstacles.

The 6 Legged Race is a team event only. You need six players for this event! Each team of three stands back to back on the respective spaces on the Power Pad so that there is a foot on every button. Each team must take left and right steps together as if their feet are tied together. If someone is out of step the racers will fall over and make it harder for the team to continue to walk. There’s no feasible way for me to play this event, but I bet it would be hilarious!

The Tug of War is another team event that can be done with either two, four, or six players against each other. Within a team, the first player stands on 5 and 6, the second player stands on 1 and 2, and the third player stands on 9 and 10. The other team takes the respective positions on the right side of the Power Pad. When the firing gun starts, everyone runs as fast as they can. Whichever side has pulled more of the rope after 30 seconds wins the Tug of War.

I’ve never been a Power Pad player, so this was my first time playing through Super Team Games. All of the Power Pad games tend to teeter between common and uncommon, but they are neither difficult nor expensive to track down if you really want them. Well, aside from Stadium Events that is. I got my original copy in a lot on eBay early on when I had made my big push to collect the other half of the NES licensed set. I remember seeing it and getting pretty excited since I had never seen the game before and thought it might have been worth something. I quickly found out that it was cheap because no one wants it. I’ve had a few different copies come through my possession.

This was a really bad jump attempt.

Super Team Games is a significant step up in difficulty from World Class Track Meet. Naturally, I learned this the hard way. My first time playing I picked the Super Obstacle Course against the fastest computer runner Jack. He completely blew me away. He completed the entire course in under three minutes while I hadn’t even reached the halfway point yet. I had to stop and step away in the middle of the race for a little while to catch my breath. I kept at it just to get through it, but I never did finish the race. After 10 minutes have elapsed, the race just ends. I was at the very end of the course with the finish line in sight when this happened. So annoying. I’m calling it impossible for me to beat this on the hardest difficulty and immediately accepted the idea of beating it on Easy and stopping there.

I moved on to the Skateboard Race next which is the easiest mode and much less strenuous. It still took me two attempts to beat easy difficulty Ollie. The first attempt was learning the course and the controls, and then the second try was enough to win the race. I then switched over to trying Obstacle Course A and managed to win that race too. The only problem is I forgot to hit the record button on my PC. That really upset me and I knew I wouldn’t be happy unless I completed it again. I was completely spent from playing this game to the point where I had to rest for a couple of days before trying again.

I finished all of the modes over the next three play sessions. The Super Obstacle Course took me two tries to win against Ollie. He finishes the race in around six minutes. I was about twenty seconds behind the first try and then I won by more than that the next try. It also took me two tries to beat the Obstacle Course A again. The first try I quit part way because I was too far behind and exhausted from winning the Super Obstacle Course just before. The next try I won the race by just barely passing Ollie on the final stretch. That was way too close for comfort. Obstacle Course B is quite a bit easier than the other two obstacle courses, but I think that took a couple of tries as well. I used the Skateboard Race as a warm up exercise and finished it a couple more times for good measure. I learned from my mistakes and recorded everything the way I wanted.

That’s how close I was to losing Obstacle Course A.

I think Super Team Games requires more consistency and better form than World Class Track Meet. You can be successful by stepping on the Power Pad as quickly as possible, since that’s more or less what I did. However, it does seem that you are rewarded for having proper form in your steps and jumps. I will caution that I cannot be entirely sure about this. The manual tells you what to do, but not how to do it well. It’s not really feasible for me to test any hypotheses either because I can only play a little bit at a time before wearing out. My theories will have to do. I was able to do a really long jump a few times and I never understood how it happened. I’m sure it has to do with the timing of my jump while running with some speed, maybe even by jumping off of one foot and landing on the other. I also noticed that I accelerated sometimes while jogging for some distance. There does seem to be some momentum inherent in the game physics as long as you keep going without slowing down too much or missing any steps on the buttons. Again, these are just theories. I assume there has to be some kind of technique that I didn’t understand that could help me perform at a higher level.

I do have a few observations about racing Ollie that might be helpful if you want to play this game single player. I found that I was about on par with Ollie in all events but two. Ollie does the Crab Walk well, but does the Belly Bump Ball terribly. I have no idea what the secret is to crab walking and I always lost ground during that event. The Belly Bump Ball is best way to take a big lead. Ollie gets no momentum at all and only pushes the ball a short distance while never backing up to get a better shot at it. If you run fast, pause briefly just after you bump the ball, and repeat, you should clear the event quickly. This was the key for me completing the Super Obstacle Course and Obstacle Course B, leaving only Obstacle Course A without an easy exploit. The sad thing is that the game manual tries to make you feel bad for even coming close in a match with Ollie. From the manual: “Ollie: A push over. Shame on you if you lose!” Let me tell you, there is no shame in losing to Ollie. This really is a tough game.

Super Team Games is not fun to play in my opinion, but it is a competent title. The graphics are simple and clean. The music, while not notable, is decent. The controls work well once you learn how to navigate the menu. There is a wide variety of events, especially when you include many players. The real fun of Super Team Games lies in playing this game with someone else. Racing against another player or coordinating large groups for team events are the kind of activities that form memories and build bonds, even in the heart of strenuous competition. Super Team Games is also a good exercise tool for Power Pad owners, so long as you take it easy and don’t worry about trying to outrun the computer players. Trying to beat the game in single player mode is too tedious and exhausting to be fun, and I missed out on everything in the other modes that would have made it enjoyable. I think the best part of Super Team Games was the feeling of relief to check it off the list and move on to the next game.

#68 – Super Team Games (Super Obstacle Course)

#68 – Super Team Games (Obstacle Course A)

#68 – Super Team Games (Obstacle Course B)

#68 – Super Team Games (Skateboard Race)